PRPG: Vampires can clearly know magic, and even learn it after the change.
- Page 179 mentions many pursue the mystic arts.
Page 180 mentions they retain the abilities/knowledge/skills from when alive and can 'continue to develop' them.
On page 257 there's one who is "still an active researcher" in Summoning. His high experience levels strongly suggest he continued to level up as a summoner/wizard while a vampire.
Vampire Kingdoms (original):
- on page 14/15 hides the notes about magic under "Combat" for some reason (looking back I thought they were never there for a bit...).
Both the Master and Secondary are forbidden from learning new magic or increasing their PPE or experience level (frozen). The Master retains all spells, the Secondary retains half of them, forgets the other half.
Wild Vampires forget all their magic, but unlike the M/S they are not explicitly forbidden from learning new magic.
Nor are they forbidden from increasing their PPE.
Their low IQ would make it unlikely that they would fulfill the attribute requirements for many magical OCCs though.
Nightbane (prob same with Nightspawn)
- pages 180/182/183 helpfully cleans out the 'Combat' section and creates a new 'Magic Powers' section for the magical notes.
Master/Secondary remain mostly the same, except only the Master is forbidden from increasing their PPE.
The Secondary is not restricted from increasing their PPE as they were in Vampire Kingdoms.
A slight but significant change was made to the Wild vampire:
Instead of 'forgetting all magic' they now only forget 'spells'.
Possibly indicating that they could retain non-spell magical abilities.
"Magic Powers: None" is added but could be viewed simply to describe the lack of default natural magic abilities, not an inability to work magic.
For comparison: "None" is also listed on 189 for Wampyr and 192 for Guardians.
Those RCCs have additional notes. Wampyrs "unable to work". Guardians "unable to learn and manipulate".
Wilds are not described as being unable to learn/manipulate/work magic. Their 'none' is restrictionless, like the Dark Guardian.
Western Empire
- Page 209 left: the 'Magic Note' for masters is identical to the 'Magic Powers' in Nightbane or the 'Combat' note in Kingdoms.
Page 209 right: the 'Magic Note' for secondaries says "Same as Master". This is a significant and unique change. This means that (unlike Kingdoms/Bane) they do NOT lose any magical knowledge. It also means (like Kingdoms, unlike Bane) they cannot gain new PPE.
Page 210 left: the magic note for Wilds is identical to Kingdoms' note under Combat. They forget "any magic known" not just "magic spells" like in Nightbane.
Still nothing restricting them from gaining PPE or learning new spells.
I expect this is just something that a lot of GMs houserule thinking Wilds should suck.
But perhaps their wild nature allows them to learn magic, while Masters/Secondaries are locked in place and too enthralled by their new abilities to do so?
Vampire Kingdoms Revised Edition
- page 41 revamps the approach to a Master's PPE in a more thorough way than anything before.
All previous books did not address what happened to the PPE they had in a previous magic OCC.
Except maybe Mystic Russia and that whole Necromancer ritual thing, but that's a confusing basket.
So some people may have thought you added it to the new PPE, or the new PPE replaced it, or you picked the higher of the two.
Here we are explicitly told to add 1/2 of what they used to have to the base Masters get.
page 45 treats PPE for Secondaries the same way.
It then nerfs the magical abilities of the Secondaries.
They not only lose half their knowledge as before.
Now, the knowledge they do retain, is also cast at half their old level.
I'll take either the Nightbane (increase yo PPE) version or the Western Empire (retain full level) thanks.
page 48 deals with Wilds.
Now they can actually remember spells. "At level 2 proficiency". Even if you were changed when you were only 1st level? Cool power boost!
The spells possible to remember are low-level and few in number, but it's something. Better than the complete wipe-out from VK/NB/WE.
This benefit is probably not worth the new restriction for them: here they are now 'cannot learn new spells' just as the Masters/Secondaries were for the past 3 books.
Psionics are an interesting pickle. I do not think PRPG, Vampire Kingdoms (original), Nightbane or Western Empire make any mention of what happens to the psionics from your past life (if you had any) if you become a vampire, under the stats for that race
Worth noting though, that at the time of PRPG, the Mind Mage was classed among the 'Men of Magic' OCCs even though it was basically the Mind Melter of its day. So in saying they kept their magic, they could have also been referring to that.
Also worth noting that Esteban Morricco (Vampire Kingdoms 140) who was a Mystic, says "as well as psi-powers from life as a mystic" including the super gained at 4th. Implying that Master vampires retained 100% of their psionics fully intact, like with magic, although it seems they are frozen like magic abilities along with the OCC.
Esteban also has a note after his PPE and ISP. It says the ISP and PPE and bonuses of the mystic OCC are not applicable. This is in contrast to the REVISED treatment, where a portion of the PPE/ISP from an old OCC can be added to the vampire amounts, rather than being replaced by them.
Wampyrs were listed as being able to gain psionics beyond the basic while the standard 3 in Nightbane were not. The Mystic OCC existed in this book so it could've been addressed.
The Revised Edition is what really turned this on its head. Interestingly all the 'former OCC' tables say "psychic other than the mind melter". Is there something about being a Mind Melter that prevents you from becoming a vampire? Why are the other master psi classes not excluded in this way?
Unlike Mr. Esteban though, it seems Masters in REVISED are now compromised. Cut to HALF the experience level in power, unlike their magic. But at least they remember them all.
Secondaries are at half power too, but only remember half. Wilds are even worse, 1/3 power (level) and 1/3 the amount.
I'm left wondering: do you round down fractions in these cases?
Would a level 3 burster who became a secondary have level 1 strength?
Would a level 5 burster who became a wild use powers at level 1 strength?