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.
- Max BP = NxN, where N is your Vampirism skill level
- 1 Ration = 1 BP
- 1 Pint = 2 BP
Gaining Blood
- Bite + damage = 1 BP
- Consume 1 ration = 1 BP
- Consume 1 pint = 2 BP
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:
- Be made from their original burial material (wood or stone).
- Allow mist to pass in/out.
- Be protected and hidden.
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
- True vampire: Paralyzed if staked in their coffin.
- Spawn: Destroyed.
Sunlight Hypersensitivity
- Take 5 physical stress at end of turn in sunlight.
- Disadvantage on skill checks in direct sunlight.
Vampire Spawn Traits
Only exceptional mortals become vampire spawn, controlled by their maker.
- Drinking from a true vampire may grant freedom and transformation into a full vampire.
- Spawn become free-willed if their creator dies.
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.
- Bloodbound Spell (1 Mana): Target suffers -2 on skill check.
- Veil of Shadows (1 Mana): Double a spell’s range.
- Sanguine Resonance (1 Mana): Add Necrotic damage = Vampirism level.
- Eternal Twilight (1 Mana): Double a spell’s duration.
- Cursed Whispers (X Mana): Target 2 instead of 1. Pay extra mana = spell level.
- Swift Bloodsong (X Mana): Cast a spell as a minor action. Pay extra mana = spell level.
- Silent Veil (1 Mana): Cast silently. Roll Stealth vs Notice.
One option per spellcast.
Superior Body
- Climb any surface without a check.
- +1 physical and +1 elemental defense.
- Speed +2 meters.
Shapechanger
Transform into a Tiny bat or Medium mist cloud (1 minute).
-
Bat Form:
- Can’t speak
- Speed: 2m walk / 10m fly
- Clothes transform with you
-
Mist Form:
- Can’t act or speak
- Fly 6m, pass through small spaces
- Advantage on Physique/Athletics
- Immune to non-elemental damage (except sunlight)
- Gain temp HP = 2 × Vampirism
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.
- Max zombies = Vampirism skill.
- Extras become hostile.
Children of the Night
Call upon the wild:
- Summon 1d4 bat/rat swarms or 1d6 wolves (outdoors only).
- Arrive in 1d4 rounds.
- Last 1 hour, act as allies.
- One summon active at a time.
- Can use once per hour.