Vampire

Vampires are not feared monsters, but revered as holy vessels of the Shadow Dragon’s power. Seen as immortal champions, they serve a divine purpose: to spread the influence of their dark patron.

Vampires live in a rigid, hierarchical society ruled by a vampire prince. They are proud, noble, and devout in their mission.

Transformation

Becoming a vampire is a sacred gift, not a curse. The transformation is a ritual performed by powerful vampires, granting immortality and superhuman powers. New vampires begin their unlife as vampire spawn.

Blood Consumption

Vampires gain Blood Points (BP) by drinking blood which essential for them to survive and amplify their abilities. A vampire loses 1 Blood Point everyday, at the beginning of the day.

Gaining Blood

Spending Blood

BP fuels abilities, stunts, and special effects. Maximum number of Blood Points you can spend in a turn equals to your Vampirism skill level.

Sample Blood Abilities

Cost Ability Effect
1 BP Regeneration Heal for 1d4.
1 BP Vampiric Reflex Reroll failed Physique, Athletics, or Will defense. Use new result.
1 BP Blood Dash Move 4 meters as a free action without provoking attacks (1/round).
2 BP Blood Magic Surge Reduce spell cost by 1 (min 0) or bypass resistance.
2 BP Sanguine Strike Add Vampirism level as Necrotic damage to attack.
3 BP Blood Frenzy Make an extra Attack or Bite as a free action for 1 round.
5 BP Blood Resurrection Heal 4d4 and revive next turn when reduced to 0 stress (1/long rest).

Coffinlike Structure

Each vampire is bound to a coffinlike resting place (coffin, sarcophagus, etc.) where they reform when defeated. It must:

If unburied, the vampire must rest beneath a foot of earth from their death site. They can relocate their resting place by moving their coffin or grave dirt.

Weaknesses

Despite their power, vampires share these vulnerabilities:

Stake to the Heart

Sunlight Hypersensitivity

Vampire Spawn Traits

Only exceptional mortals become vampire spawn, controlled by their maker.

Vampires are walking paradoxes of undeath, inhumanity, and evil.

Racial Traits

Undead
You count as both humanoid and undead.
Unholy Body
Resistant to necrotic damage.
Blood Drinker
Requires blood, immune to disease. No need to eat or breathe. Food tastes bland.
Darkvision
See in dim light (20m) as bright, and darkness as dim (grayscale only).
Bite
Action. Make an attack roll with your Fight skill.
  • Deals necrotic damage equal to 1 + Vampirism skill level.
  • Counts as a ration of blood. You may choose to deal no damage.
  • You cannot use another action, minor action or reaction for the rest of the round.
Claws
Natural weapons. Unarmed strikes deal Nd4 physical, where N = Vampirism skill / 2 (rounded down).
Spawn
You cannot harm your creator and must obey commands (though clever wording can be exploited).
  • Contest perversion attempts with Vampirism vs. your master’s Vampirism.

Vampire Stunts

Gain Vampire Stunts = Vampirism skill level.

The Fragment of the Shadow Dragon

Use divine magic granted by the Shadow Dragon.

One option per spellcast.

Superior Body

Shapechanger

Transform into a Tiny bat or Medium mist cloud (1 minute).

Uses per long rest = Vampirism skill

Animating Bite

When you kill with a Bite, raise the creature as a zombie at next midnight under your control.

Children of the Night

Call upon the wild: