Vampirism

An Undead creature that rides the balance between life and death that requires the blood of the living for sustenance. Vampirism is a curse that has manifested in different ways across the various realms.

Vampirism

An Undead creature that rides the balance between life and death that requires the blood of the living for sustenance. Vampirism is a curse that has manifested in different ways across the various realms. Many believe the curse to be a punishment for bloodthirsty or murderous behavior. More rare than other forms of undeath, it is a curse that is uniquely transmissible, adding to the air of mystery and fear that surrounds vampires. They can easily pass as living beings at night and have been called the apex predator of humanoids.

Playing a Vampire

When you choose or acquire this curse you will trade out all traits and abilities offered by your species for the Following Vampire Traits and Abilities. You retain any movement abilities, natural armor or natural weapons granted by your initial species.

Traits

Vampiric Undead

You Cannot Drown or Suffocate. You Cannot Reproduce. You Do Not Age. You are Immune to Necrotic, Poison, Venom and Toxic Damage and can no longer Contract Diseases or Viruses. You Receive -5 Damage from Critical Hits.

Blood Sustenance

You Cannot gain sustenance from food or drink, nor can you gain any benefits of Ingesting or using Potions, Brews, Salves or Medicine.

You gain a Blood Point Pool that you will use to activate and Sustain certain Vampire Abilities.

Your Blood Pool Maximum is equal to your Wisdom Modifier and can later be increased.

Each time you use your Action to Feed from an Adjacent Living Creature you gain 1 Blood Point. If the creature is aware of you or does not wish to be fed upon you must successfully Hit them with a Bite Attack or cause them to Bleed in order to successfully Feed upon them.

Creatures of various sizes will yield more or less blood points total. Completely draining a creature of all of its blood points causes the creature to have their HP set to 0 and are Considered to be dying. Feeding a Dying Creature your Blood has a 66.6% chance to turn them into a Vampire(roll a d10, on a result of 5 or Higher the Creature Turns). Use the Table Below as a Reference.

Size Total Blood Points
Tiny 2
Small 4
Medium 8
Large 16
Huge 32
Gigantic 64
Massive 120+

You can only gain Healing from Resting by a spending Blood Point at the start of the resting period. During Combat you can, as a Motion, spend 1 Blood Point to Self Heal. When you do so you regain 1d12 + Wisdom Modifier HP.

You can only use your Vampire Abilities if you have the required blood points to activate them.

UV/Sunlight Allergy

Your flesh cannot bear to be in direct sunlight and will begin to bubble and burn within moments of exposure. You receive damage equal to 1d6 + 2 Burn Damage for each time you move through or start your turn in direct sunlight. Spending 3 or more rounds (30 seconds) in direct sunlight causes your skin to Ignite and start Burning, dealing an additional 1d6 Burn Damage per Round until the Fire is extinguished or you are no longer in direct sunlight. Thick opaque objects or items can block the sunlight but not its weakening effects. You cannot Activate Vampire Abilities in the light of the sun.

Vampire Fangs

You have elongated and exaggerated canines that you can use to bite deep into your victims and access their largest blood vessels.

Vampire Bite Attack

Turn Portion Melee Attack Action
Range 1 Meter
Damage 1d6 + STR, DEX or WIS Modifier Puncture Damage

Hit Effect: The living target must roll a Constitution Saving Throw, The DC is equal to the Vampire’s Wisdom Modifier + Training Modifier. If they fail the Saving Throw they lose approximately 1 Pint of Blood and the vampire regains 1 Blood Point.

Occult Connection

The Vampire curse has always been at its core, “Unholy” in nature and due to that connection all Vampires are considered to be Vulnerable to Holy Damage.

Vampiric Variety

Not all Vampires have the same abilities and traits of the night, Choose one of the following abilities or traits at no XP Cost and later you may acquire new Vampiric abilities at their XP Cost during Level Up.

Abilities

Vampiric Speed

You can move unnaturally and incredibly fast when you want to.

XP Cost: 2 Prerequisites: Vampirism

Effect: You can spend 1 Blood Point to take an additional Movement, Or Utilize your Movement as a Reaction.

Vampiric Flight

You have the otherworldly ability to fly and hover without the assistance of wings.

XP Cost: 2 Prerequisites: Vampirism

Turn Portion Movement
Blood Point Cost 2
Range Personal
Sustain 1 Blood Point

Effect: You Fly up to 6 Meters in any direction or Hover until the End of your next turn or until you are no longer sustaining this ability.

Vampiric Crawl

You have the strange and unnerving ability to cling to walls and ceilings.

XP Cost: 2 Prerequisites: Vampirism

Turn Portion Movement
Blood Point Cost 1
Range Personal
Sustain 1 Blood Point

Effect: You can Walk or Crawl up to 6 Meters on any surface until the End of your next turn or until you are no longer sustaining this ability.

Vampiric Regeneration

You have the unnatural ability to regenerate lost or damaged tissue.

XP Cost: 2 Prerequisites: Vampirism

Turn Portion Motion
Blood Point Cost 2
Range Personal
Sustain No

Effect: Regain 1d12 + Wisdom Modifier HP and Regenerate a lost Limb, or recover from a Single Wound.

Vampiric Transformation

You have the dark ability to transform into animals and beasts.

XP Cost: 2 Prerequisites: Vampirism

Turn Portion Motion
Blood Point Cost 2
Range Personal
Sustain 1

Effect: Transform into any Animal of level 3 or lower until the end of your next turn or until this ability is no longer being sustained.

If you are reduced to 0 HP while in animal form you immediately revert to your natural state. Any damage received in excess of that animal’s form is dealt directly to your HP.

Vampiric Cowl

You have the rare ability to render yourself nearly invisible.

XP Cost: 2 Prerequisites: Vampirism

Turn Portion Motion
Blood Point Cost 2
Range Personal
Sustain 2

Effect: Become Invisible until the end of your next turn or until you are no longer sustaining this ability.

Blood Manipulation

You have the ability to control and manipulate blood.

XP Cost: 2 Prerequisites: Vampirism

Turn Portion Motion or Ranged Spell Attack
Blood Point Cost 2
Range 10 Meters
Sustain 1 Blood Point

Effect: Control and Manipulate up to 1 sq. Meter of visible Blood until the End of your next turn. You may cause the blood to move up to 10 meters or reshape itself at your will during your turns.

Weaponize: You can use manipulated blood as a weapon. To do so, roll a Ranged Spell Attack vs a target within Range. If you Hit the target is deal 1d12 + Wisdom Modifier Puncture, Slash or Blunt Damage.

Suffocate: You can use this spell to cause creatures to begin suffocating. To do so, target a single creature within range. That Creature must roll a Constitution Saving Throw, the DC is equal to the Vampire’s Wisdom Modifier + Training Modifier. If the target fails the saving throw they are considered to be suffering from the Suffocating Condition until they pass this ability's saving throw at the end of one of their turns.

Vampiric Hypnosis

You have the Dark ability to Hypnotize Living creatures.

XP Cost: 2 Prerequisites: Vampirism

Turn Portion Motion or Ranged Spell Attack
Blood Point Cost 2
Range 10 Meters
Sustain 2 Blood Points

Effect: Target a single living creature not engaged in combat within range, both you and the target make Wisdom Saving Throws, If your Total is higher than theirs the Target becomes Hypnotized by you until the End of your next Turn or until this ability is no longer being sustained. Hypnotized creatures are highly suggestible and will do most things to the best of their ability (other than self harm) when commanded to by their hypnotizer.

A Hypnotized creature will Immediately regain control of themselves if they are reduced to ½ their Total HP, Wounded or rendered unconscious while Hypnotized.

Traits

Vampiric Agility

You have incredible and unnatural evasive abilities.

XP Cost: 2 Prerequisites: Vampirism

Effect: Increase your Dexterity Saving Throw Modifier and AC by 2.

Vampiric Grace

You have incredible and unnatural mobility.

XP Cost: 2 Prerequisites: Vampirism

Effect: Increase your Movement Speed by 2 Meters.

Vampiric Strength

You have incredible and unnatural Strength.

XP Cost: 2 Prerequisites: Vampirism

Effect: Increase your STR Score by 2.

Blood Reserves

Can be Purchased Multiple Times.

XP Cost: 2 Prerequisites: Vampirism

Effect: Increase your Blood Pool Maximum by 2.

Vampire Quirks

Each vampire quirk that you take grants you an additional ½ XP point to spend on Vampire Abilities and Traits during Character Creation or Level Up.

Permission to Enter

You require permission from someone inside a dwelling or structure in order to enter.

You need permission from an occupant or owner in order to physically enter any Dwelling or Private Structure. Businesses with a sign or invitation to enter allow the vampire to circumvent this curse.

Garlic Allergy

You have a severe allergic reaction to contact with Garlic.

You consider Garlic to be Toxic and receive 1d4 Toxic Damage each Round you remain within 1 Meter of a clove or more of garlic.

Wood Allergy

You have a severe allergic reaction to contact with Wood.

You consider Wood to be Toxic and receive 1d4 Toxic Damage each Round you remain within physical contact with wood. You are considered to be vulnerable to all damage types dealt by Wooden Weapons.

Fear of Holy Symbolism

You have a crippling fear of Holy Symbols.

You become Frightened of any creature brandishing a holy symbol. You cannot willingly enter a holy place.