Vampirism
Contents
The Vampire
"On candy stripe legs the vampire comes;
Softly through the shadow of the evening sun;
Stealing past the windows of the blissfully dead;
Looking for the victim shivering in bed."
Vampire history is a tall and vast tree, with countless branches and roots deep laid. The earliest record of vampires dates back into a time of vague myth, always alongside the fear of the night, of the dark, of being far from home. Under moonlight they saw the figures of people with hungering, glowing eyes. In that terror of the other they feared one thing: that the stranger wanted their blood. It is a primordial fear, for the hunter to become the hunted. A deep fear of that which is stronger than you, and wants exclusively for what only you can give them.
When we first see these stories, we begin to first see signs of the Cauchemar manifesting in the world. Vampires across the world record the arrival of the Cauchemar in different ways, and these stories bleed into the popular cultures of where they live, or vice-versa. In most cases it involves a cursesmith performing a terrible and blasphemous rite, treading deep into the Nocturne with the fuel of blood and terror. Whether it is by force they taste the blood, and seek escape into the Nocturne, or that they seek power from within, they inevitably meet the Cauchemar.
The Cauchemar is a powerful, ancient concept from deep within the Nocturne, more an idea than an entity. Whereupon a mind opens up to the horror of the Cauchemar and invites it inside, a shade of its form breaks off of its infinite mass to inhabit the soul of the seeker. These living vessels become unsleeping carriers of the Cauchemar, a constant companion that drives the fledgling vampire to hunger. It is unknown what motive this entity has, if any, besides the innate need to persist. Vampire scholars speculate that their feeding empowers the Cauchemar, perhaps in turn feeding it. Others argue it is not sustenance that it seeks, but rather the feeding of its children brings euphoria to the entity.
This euphoria is mirrored within the young vampire, who feels bliss while feeding. Like the transition between a restful summer’s nap and waking, that rolling sensation of peace and euphoria that courses through the restful body upon waking, while the mind lingers in that space in between. This is the closest that a vampire comes to sleeping, and necessary to stave off madness. It also calms the Cauchemar within, which grows wilder with long periods without drinking the blood. Some vampires speculate in occult texts that the sensation of feeding is a connection to the Deep Nocturne, where the Cauchemar resides, allowing the vampiric shade of their carrier to ferry the terror of their bite to their amorphous master. Of course, such a theory is unproven.
Cursesmiths have never been able to communicate with the Cauchemar or its shades. They are speechless, instinctive things. To expose oneself to the Cauchemar is to risk destruction within the Nocturne; few cursesmiths can withstand the sheer power of an elder nightmare. Without the proper rituals to invite the Cauchemar within, it cannot inhabit a cursesmith, and therefore sees no value in sparing them. Only the most powerful cursesmiths have encountered it and survived, and described it as a vague cloud of red mist, with countless human-like shades standing just beyond the threshold, with bright piercing eyes looking out. The Cauchemar cannot be contained, it cannot be destroyed; it is thankful that such a power resides so deep within the Nocturne as to not be a threat to those that tread in shallower dreams.
Some legends claim of the Cauchemar manifesting in the world. Of red mist and shadowy walkers upon the world, in deep forests. These may only be legends, as knowledgeable cursesmiths know this should be impossible. Yet such a fear may only feed the Cauchemar. Others say powerful vampires can call upon aspects of this master to bring the red mist into the waking world, as a sliver of the it’s power loaned to the young vampire.
Turning
The process of turning a vampire, spreading the curse, is mostly instinct. It requires a ritual, but notably there is no single way to perform the ritual. From lighting candles, chanting profane words, drawing a circle in blood, it seems that the ceremony is the most important part of the turning. Once the ritual ceremony begins, the vampire must complete a number of steps. First a vampire must drain their protege of blood to near death, to the point of near unconsciousness so that they are too weak to move. With this, their mind treads close to the nocturne in a weakened and delirious state. Then the vampire must perform some ritual act, most common is an invocation of darkness and terror. Finally, the vampire's blood must be fed to their protege.
When consuming a vampire's blood in this way, the recipient feels an intense euphoria much akin to the feeding of a vampire. Colours become splendid, sounds become a song (Siren's Singers would hear the song discordant with the Melody), heartbeats become irresistibly loud, the smell and taste of blood becomes overwhelming. From deep within, the recipient feels a clawing power rising up. Some will find their body rejects the blood, but not all are so lucky to see it expelled and prevent such a change from taking root.
Afterwards, the sensory effects of the ritual fade and return to normal. However, they are a sign of things to come. The transformation takes a week, with the following stages:
Stage 1 (days 1-3)
{ Insomnia. Incurable chills. Uncomfortably heightened senses. Constant, unappeasable hunger. Lose of appeal for food and drink. Deja vu. Fleeting visual hallucinations. }
Inability to find true rest, stumbling into and out of feverish chill with a heightened sense of touch to even the air around the turning. Food and drink do not seem to nourish, and vision is plagued with brief hallucinations, as if dreams were made manifest to them alone.
Stage 2 (days 4-6)
{ Painful hunger. Inability to keep down food and drink. Gum pain. Painfully heightened senses. Anxiety and aggression. Auditory and visual hallucinations. }
Even fed, hunger persists. The full-body chills ease, not quite gone, but not as debilitating. The dreamlike state entrances the turning, sounds and sights becoming untrustworthy. The mouth begins to ache, constantly dry.
Stage 3 (day 7)
{ Deranged with hunger. Able to see veins, hear heartbeats, and smell blood. Instinct to feed on a living, sentient, and uncursed mortal }
That dreamlike state envelops the turning. Fangs emerge from the gum, with such sharpened fluidity that it is hardly felt by the mouth--and yet the sting is there. The last, final step to secure the transformation is to partake of living blood; a true, sanguine nectar that will reduce even the sweetest memory of flavour to ash in the mouth. An irreplaceable, perfect taste that can never be overcome, as if treated to an immaculate meal to abate starvation. This meal will flavour the desire for blood in any hunger thereafter, but will remain uncontested as the greatest one each vampire shall ever indulge in. Slowly, they’ll regain their affinity for mortal food and drink, but it fails to ever satisfy the same as blood would; lacking in flavour and aroma akin to a desaturated painting. Most only engage with the old, familiar nourishment to keep up appearance.
If the fledgling vampire is unable to feed on the seventh day, they will begin to starve right away. They may only have a week to resist the urge before they succumb and die, so they must feed quickly! Many young vampires become reckless when the transformation completes, and may attack the nearest, juiciest looking victim with wild abandon, especially while emboldened by the cacophony of sensory overload: seeing blood pulse from a heart they can hear beat, and smelling it all the while. It fades once they’ve fed, a guiding light aiding them toward their first prey. Sires of young vampires will often try to arrange a first feeding, to avoid their young from making any costly mistakes in their infancy. As the first inkling of blood coats their taste, warmth returns to a slightly-chill body: a cycle that repeats forever, now. Cold to the touch when starved and hungry, and warm as mortal skin once they’d fed.
Vampirism requires an application process. To check the guidelines and apply, click here.
Feeding, Hunger & Rest
The only way a vampire may know rest is the momentary leech of one that may immerse in the Nocturne. In turning, the vampire feels a drain that never truly replenishes; such comes the closest when feeding upon another that still holds contact with the Nocturne. There is no peace, no tranquility, only a restlessness that accompanies hunger.
To a vampire, blood sates this state, giving the briefest day of rest; they know fatigue at the same rate as any other, and find rest only with the taste of blood on their lips. Irritation and paranoia will otherwise grip the vampire and emphasize their hunger. The vampire must keep at bay the consuming urge to feed upon even the sight of blood.
Feeding can require multiple pints of blood; overengorging on a single target may be lethal for this reason. To feed efficiently takes dedicated focus.
Blood must be drawn from the living, with emotional reactions—fear, sorrow, anger, betrayal—making it all the more vivid a taste as the Nocturne colours the spill. Blood drawn from the dead, other vampires, or animals is lacking in taste, boarding on bland, and contains minimal restorative properties. The difference in taste and the feeling of nourishment will vary between vampires; blood will maintain its shade of emotion until dried, allowing a vampire to taste the emotion so long as it is preserved.
For the victim being fed on, the initial pain of being latched onto is quickly overtaken by a sense of weakened numbness as they are leeched from. Symptoms include fully-body chills, lightheadedness, fatigue, and memory loss. Visually, the victims will suffer dark circles around their eyes, pale skin that is cold to the touch, and even a frailer physique. In some cases, it may even lead to unconsciousness and, in the most extreme instances of vampiric greed, even death. Otherwise, the symptoms will fade over the course of 24 hours since being fed on.
Nourishment need not be limited to the mortal races, but is about half as potent from animals, and much lesser in taste. Instances of poisonous or harmful blood (High Toxicity, Saltblood, Acidic Blood) grant no sustenance and actively harm the vampire. Toxicity is taken on in the vampire without the benefits of the alchemicals that prompted such.
A vampire does not passively recover; they will not mend naturally unless another quality intervenes, be it arcane, mutation, or something else. An inactive vampire falls dormant, entering a permanent torpor: an unsleeping sleep in mockery of death until they next consume blood.
Being A Vampire
Being a vampire comes with many benefits that are more than enough to tempt mortals into accepting the curse. Great power comes to those that wield the blood. Vampire claws may rend flesh, along with their bite. They do not sleep, but may enter a dream-like stupor for a few hours after feeding. They possess great power in the night, while shrouded in darkness, but are weakened in the light that drives off terror. They may even assume the form of a terrible and powerful monster when they stoke the blood within, calling upon deep nightmares.
Vampires have a number of other peculiarities. Often most noticeable is the set of fangs that grows from their canines on the seventh day of transformation. While they might vary in length, they never quite blend in, nor can they be ‘retracted’ for discreteness. They do not cast reflections in mirrors or in pools of water. Perhaps the lack of reflection is a silent warning, for total submersion in water causes a sensation akin to full-body immolation, unbearable to withstand without seeking relief. At night or when craving or consuming blood, a vampire's eyes turn some shades toward red. They glow in the dark as fine pinpoints of light, visible in pitch darkness and at great distances, though it is never clearly a vampire causing it. These eyes see better in the dark by most, though do not fully pierce it. Vampiric skin never quite feels as warm as a mortal’s and has the peculiar quality of reflecting moonlight, giving the impression of glowing or being "flush" in moonbeams. The vampire may not sire children biologically, their lineage is carried on by turning others to vampirism. Animals of the day grow nervous and untrusting around a vampire, though vampires may win their favour with enough care.
Healing does not come naturally to a vampire. It requires feeding, but the process is miraculous and leaves no scarring or bruising, unless the injuries were inflicted with silver. This usually takes place during the stupor a vampire may take sometime after feeding, much akin to the healing properties of rest for a mortal.
Different souls take to the curse better than others. Some manifest great powers of the Cauchemar, while others only display the common traits of vampires. These powers can vary wildly, with many vampires displaying different abilities that make each vampire a unique threat. Hunters of vampires study their prey to learn their strengths and weaknesses as much as possible before confrontation, as the wrong decisions may prove fatal.
Silver is particularly effective against vampires. Scholars suggest that silver—particularly starsilver is attuned to the dreams of nocturne, and naturally repellent to nightmares. Hunters sometimes allow their silver weapons to bathe in direct moonlight, thinking that the connection to the nocturne will allow them greater strength in slaying the creatures of night. Certain plants, such as garlic, are also mildly repellent to some vampires.
Fables are naturally opposed to vampires, and vampires will find their boons corrupted; wings may take on a furred, batlike appearance—eyes may shift as if eclipsed, voices may contort from one’s own and so on. They do not mandate the destruction of vampires, but regard them as cursed and impure.
Monstrosity
Physical aspects of the vampire’s form change to at least one of three attributes: beastly—the taking on of animal-like aesthetics in unnatural proportion, alluring—becoming transcendently emphasized in existing beauty and feature, or horror—something distinctly unright and not of this natural world; something alien and aberrant that should not be. These traits accentuate in moments of flared emotion, particularly prone to appearance when lacking sleep. With some this may constantly broil under the surface without need for much push to announce itself while other vampires may stifle and lock away this second self; it may manifest in powers and changes beyond just the vampirism itself.
The extent of physical changes possible may be discussed in the ticket opened as part of your vampire application.
The Nocturne
The Nocturne, where dwells the true Cauchemar. It, or one of its shades, must be beckoned through ritual and blood sacrifice, either draining either oneself or another, in order to baptize a mortal into the realm of vampirism. As blood spills and vision grows faint, the dying dream of the bloodlet brings forth a pure, direct connection to the Cauchemar–but they must be invited forth by word, be it spoken over the sacrifice or by the sacrifice themselves.
When the process begins, the mortal being turned will find the place of dreams and Nocturnal things spurning them; cast out from the deserted unconscious mind, with only the conscious to seek refuge in. After the transformation, a vampire may enter the Nocturne only through arcane means. All vampires shall experience this cut-off all the same, and find they cannot dream without arcane prompt.
Feeding on someone with a tether to the Nocturne is the only way they may abate fatigue and exhaustion that otherwise prevent slipping into the dreamscape. The tether could be as strong as a Cursesmith’s or as unremarkable as a mortal’s; all the same, it is their ability to freely access the Nocturne that allows the vampire to enter a meditative trance after feeding. If deprived of this relief for too long, the vampire grows further and further fatigued, haunted by delusions and ravenous in their hunger.
Just the same, this combination with the Nocturnal self afflicts those that the vampire will feed on, giving their perceived visage, if any, a presence in the dreams of the bitten victim. The vampire will feel familiar to them when next encountered, even if not fully introduced prior, with some unexplainable nostalgic sensation to them.
The Cure
There is no one definitive cure to vampirism, with a single end achieved by any means: the vampire must part from their nocturnal self, letting it return to the place of dreams. This cannot be achieved unwillingly, and will see the dreamlike tethers that maintain the vampiric form revert and regress. The resumed mortal will find their vampiric shell painfully cracking and falling off of them, the body beneath withered to their true age, losing the luster of their visage as their supernatural features crumble off. The fangs do not recede, but instead crack and break off, true teeth lying beneath as they were prior to turning.
To research or attempt specific cures to vampirism, open a Lore Ticket.
Death & Haemomancy
Death differs for the vampire from the mortal. It is not true until slain, and the vampire is not slain until a wooden stake enters the heart, the head is removed from the neck, or the body is otherwise burned to formless ash. If the body is not slain, the vampire will slowly reconstitute over the course of a week; they will feel a waking nightmare in this time, staring through glassy eyes until life and facility returns to them. When the week exhausts, the vampire returns on the brink of death, hungry and fatigued; they may only properly heal through feeding, their constitution frail.
A staked heart calcifies, melding with the wood in some strange pale amalgam that functions as a stone seed. A nurtured seed will grow a tree with slender bone bearing leaves of black and a thin red sap. Such trees will choke the life out of their surroundings, growing tall and wide without upper limit. Their fruit appears as a pale, chalk-white peach that induces visions when ingested; some say they are memories of the slain vampire.
A slain vampire is clawed into the Nocturne, body in a dormant slumber just as any dead would be, but they are incapable of return to the stories of mortals through their own accord. They must be invited, a part of them encircled by the beckoning haemomancer that would see them restored to mortality through a rite of bloodletting once more; a mortal must be used, whether it be the intended haemomancer or the instrument of another vampire. Within a basin of a body's worth of drained blood, components of the felled vampire are placed, the body slowly reforming from within the basin. The haemomancer extends the invitation over the mundane blood, corrupting it with their intentions and the vampire's matter. As it turns, the blood dries and darkens, visions reflective of the dreams and fears of the donors dancing along the viscous surface as the creature reconstitutes beneath.
Reformation of the body from a portion may take on features of the bloodlet donor, depending on how much must be supplemented; a wholly intact corpse may see no change at all, whereas a vampire reformed from just a hair or nail could be deeply changed. Multiple blood donors may see variable changes as well, but the central vampire remains recognizable just the same.
Upon revival, the vampire must take on a singular wish from their haemomancer; should the vampire at any time act against this wish, their body stops dead in immediacy, in need of invitation from a more gracious haemomancer. The wish becomes intrinsic to them, woven into the vampire's blood and binding their Nocturnal self in an ornate curse that persists until the vampire next dies.
Mechanics
The Consumption of Blood
Vampire satiation is classified under three categories: Starving, Sated, and Fully Fed. These states correlate directly with the condition of the vampire's body, and their craving for blood is never diminished regardless of their level of satiation. Some of a vampire’s distinct features, such as their fangs or lack of reflection in water, persist regardless of their state of satiation. Their eyes, which typically return to the normal color during the day, will turn red when they crave or consume blood. Though vampires become tired over time without regular feeding, they do not automatically lose satiation as time passes. Satiation levels do not change immediately, they change at the end of a scene depending on the state of the vampire's health.
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• Fully Fed
The desired, apex state. A vampire is considered Fully Fed when their vessel is in good condition (20 HP). The skin feels a near-mortal level of warmth again, and they have access to their Vampiric Boons & Feats. Should a vampire end a scene at less than full health (20 HP), they lose their Fully Fed status and instead become Sated. Likewise, for a vampire to become Fully Fed from any other state they must consume enough blood to return to full health (20 HP).
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• Sated
Most vampires describe this state as "good enough." They are not in perfect condition at this state, having undergone some degree of damage or strain. Their skin is cooler to the touch than a mortal but not cold, and they may use Vampiric Feats but not their passive Boons. A vampire remains Sated so long as they are below full health but above Critical state. If a vampire ends a scene in Critical or Bleedout they begin Starving.
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• Starving
A state of hunger, lethargy, and cold. At this point a vampire has undergone severe strain or physical damage, too weak to utilize their Vampiric Boons and Feats. Unlike mortals, vampires do not stabilize out of Critical with 1 HP once out of danger--instead, they remain in this state until they feed and restore any amount of health, however minor. If the vampire feeds enough to return to full health they become Fully Fed once again.
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Feeding
Vampires restore themselves in a grim manner: sinking fangs into the flesh of a suitable victim with lifeblood to be consumed. In order to feed, a vampire must first use an action to Bite a target in Melee distance (/roll bite). Targets that are Grappled do not require a Bite roll and cannot Evade or Block it, though it requires an action as usual. Once a bite is initiated, the vampire may use additional actions to continue feeding without making Bite rolls for as long as they remain uninterrupted.
Biting is a single action 2d10+2 roll that does not trigger Quickfooted or Shieldmaster (/roll bite). A single bite restores 2 HP, deals 2 AP/GP damage, and will bring a vampire out of Critical state. An unsuccessful bite will trigger a Death Save for the vampire if they are in Critical state, while a successful bite will trigger a Death Save with a -1 penalty from the target if they are in Critical state. On a critical hit (10, 10) a Bite does 4 AP/GP damage and heals for 4 HP. A vampire may bite and drink blood even while at 20 HP, but they will not gain HP to exceed full health.
Limitations
If a vampire is interrupted while feeding, their Bite (and Grapple, if applicable) ends and they must restart with a Bite again if they wish to continue feeding. Vampires can be interrupted if they are damaged while feeding or if their target moves out of Melee distance. Biting a target afflicted by Overtoxicity, Saltblood, or Acidic Blood damages the vampire equal to the health they would normally receive. A Bite is not an Unarmed attack and is not compatible with Unarmed feats, spells, or other effects unless specified.
Consequences
Vampires may feed many times throughout a scene, whether on multiple victims or upon a single victim more than once. For the victim, this process is more draining than it is painful. The initial bite may be arduous, but as blood leaves their body, the victim grows numb to the sensation as their body is weakened.
Sources
Any vampire knows that the blood of a mortal is the most satisfying by far--but this does not mean they lack options. Feeding from the recently deceased (killed within the scene), from a fellow vampire, or from an animal restores half as much HP and deals half as much damage per action (+1 HP & 1 AP/GP damage). These sources may be used to feed "off screen" as a means of addressing natural vampiric exhaustion, however, they may not be used to restore health. As a core aspect of the vampiric curse, it is expected that afflicted characters will feed via RP or events for the purpose of restoring health and satiation. This can be done via Discord roleplay in tickets on the main Avalore Discord server.
While we await /roll Bite to be added in game, please use /roll 2d10+2 to simulate the Bite roll!
The Gifts and the Curses
Boons
It is under the cover of darkness that rumours of frightening vampiric power originate most often:
- Supernatural speed that increases their mobility by 1m (1 block) including base movement, Dashing, spells, and feats.
- Sharp vision that cuts through even the darkest of caves, allowing visual INT: Perception checks without lighting penalties. Vampires that are Fully Fed see through darkness in vivid colour, otherwise viewing the night under a less effective grayscale lens.
- Sleight of hand tricks mesmerize onlookers and shadows seem to envelope them in darkness. DEX: Stealth checks are made with a +3 modifier.
These passive boons only apply while a vampire is Fully Fed, and are disabled whenever a vampire is exposed to Daylight or its equivalent (may be specified in spells or Fabled effects).
Undeath
Regardless of lighting or other weaknesses, vampires are not bound by the rules of mortality. When a vampire would die after the Bleedout phase, they instead enter a temporary stupor for the remainder of the scene. As combat ends, they awaken back in the Critical state until they feed.
Banes
A vampire's banes apply regardless of their feeding status: Starved, Sated, or even Fully Fed.
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• Daylight
Daylight and its equivalent (specified in spells or Fabled effects) is chiefly beloathed. Innate boons and many Vampire Feats do not work while under this condition. Though it doesn't burn them like many folktales would suggest, Daylight will still make a vampire's movements sluggish and hinder their eyesight. Their mobility from base movement, Dashing, spells, and feats is reduced by 1m (1 block) and their visual INT: Perception checks are made with a -3 modifier.
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• Silver
Silver is another reviled weakness. Should a vampire be struck by silver, they are unable to heal through any means for one round. Holding a tool or weapon containing silver or wearing their own silvered bracers will not trigger this weakness. Similar to daylight, being struck by silver may also disable certain vampiric abilities.
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• Water
Contrary to popular mythology, vampires have no issue crossing running water. Submersion in water, however, causes excruciating pain akin to being set aflame. For each round spent submerged, they lose 1 HP, compounding each additional round (1 HP -> 2 HP -> 3 HP).
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• Healing
While mortals may tend to their wounds in solace, for a vampire, the act of recovery is a curse. Mundane methods do nothing to mend them, nor do the alchemical. For a vampire, the act of healing oneself is only achieved by exacting a toll: consuming fresh blood, straight from the vein. Because of the inability to naturally recover, vampires do not Stabilize to 1 HP when they escape danger or end a scene in Critical. They will remain in Critical until they regain HP, either by feeding, arcane means, or any other allowed source. Vampires also accrue exhaustion just like mortals, however instead of sleeping, they restore energy through feeding.
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• Craving
The relationship between a vampire and lifeblood is most sacred and instinctual--like that of a Mournshade and its desire to hunt. This primal craving can overtake a vampire even while Fully Fed: while out of combat, vampires must succeed a HAR: Belief check when in Skirmishing distance of fresh blood (blood other than their own spilled within the scene). A failed check compels them to attempt to feed regardless of their current level of satiation. The compulsion need not be violent, but will give the vampire tunnel-vision. They may behave like a persistent moth orbiting a flame until the source of blood is removed, or until they have fed.
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Vampiric Feats
Each requires the “Vampire” transformation. Note that vampiric feats are not yet available, but will be added soon.
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LW: Vampiric
Effect: Your Lineage Weapon is corrupted through its attunement with your Vampiric curse, twisting its aesthetic and tarnishing its repute. For one round after striking a target with your Lineage Weapon, Bites against them grant +1 HP. Attacks from your Lineage Weapon apply a -1 modifier to the target’s Death Save against that attack. Bane: Whispers of craving echo through your mind relentlessly whenever blood is drawn. At the start of your turn, if anybody within Skirmishing distance of you is on the brink of death (stabilized out of Bleedout) you must succeed a HAR: Belief check or else you are irresistibly compelled to finish them off, friend or foe. Monstrous Form
Effect: As a limited action, you may shift into or out of your Monstrous Form: Your figure grows gaunt and sinewy, any measure of physical appeal you might have carried before is utterly twisted until you are a disfigured husk of your former self. While in this state you gain heavy armour without its usual requirements or drawbacks; if you were already wearing heavy armour, you are no longer affected by its penalties. Non-silver weapons that deal AP damage to you now deal regular damage instead. This can be flavored as regeneration. Bane: While this form is active, you lose 1 HP at the start of your turn, all weapons made of silver deal AP damage to you, and weapons made from starsilver deal an additional +1 damage ontop of it. Cannot be used while exposed to Daylight or its equivalent, which will cause the Vampire to revert. Nocturnal Gaze
Effect: As a single limited action, your eyes ignite into a haunting glow, locking onto a single, visible target within Skirmishing distance. Even without eye-contact they feel your gaze piercing into their very soul like an incursion from the Nocturne. What form this takes is at the discretion of the vampire, but is generally considered a brief trance or hypnosis upon the target. Make a contested HAR: Belief check with your prey. If you beat their roll, they are unable to move away from you or to make an effort that would carry them away (e.g. mounting a steed or falling over an edge) for one round. During this time, the target’s HAR or INT based skill checks made against you and your spells are made with a -2 modifier (not including casting). Bane: In daylight the target need only pass a HAR: Belief check to resist. For a round after this ability is used, any form of resistance check you make against Cursesmithy spells is made with a -2 modifier. Persistent Hunter
Effect: Your time spent hunting prey has honed your senses and improved your capacity to stalk them. For the remainder of a scene after a successful Bite, that target's location is known to you while they are in Ranged distance; they cannot perform Sneak Attacks against you. When you make a successful Sneak Attack Bite against this target, you can draw extra blood for +1 HP. You can change which target you track by making another successful Bite. Bane: The limits of your tracking are tested by your fixation upon a single target. INT: Perception checks made against any other target than the one you are tracking are made with a -3 bonus. Razor Claws
Effect: Able to be formed or dismissed as a free action, you can brandish a set of small, sharp claws on each hand. Your Unarmed attacks bypass grazing and do not trigger Quickfooted. Bane: When struck by silver your claws become brittle for one round. Making an attack with them in this state causes them to break, dealing 1 AP damage back to yourself and rendering the attack useless against its intended target. Sensus Sanguinis
Effect: As an action to activate and deactivate, your eyes grow bloodshot and glaze over as you look past the physical world and into the sanguine. Your perception heightens toward those within Skirmishing distance bearing open wounds or who are below full HP. To your attuned senses, their scent grows stronger, their heartbeats grow louder, and their silhouette can be ‘seen’ even through walls, counting as line of sight for any spell or ability that requires it. Targets spotted by your Sensus Sanguinis cannot Hide from you. Bane: This effect cannot be used in Daylight, and while it is active, all attacks against you are made with a +1 modifier. |
Skulker
Effect: You are supernaturally gifted at staying out of sight when avoiding the light. While in a Dim or Dark area, after making a successful Hide or Conceal check, your next Hide or Conceal check (not the action it is concealing) can be made as a free action that does not trigger free INT: Perception checks (this can chain across turns). While in a Dark area, you blend in with your surroundings; visual INT: Perception checks to spot you are made with an additional -1 penalty, even for those who can see in the dark. Bane: In daylight or the equivalent, all Hide or Conceal checks you make prompt a free INT: Perception check from those in Skirmishing distance of you as your vampiric guise is exposed. Smoke and Mirrors
Effect: As an action, or whenever you dash, your form may quickly dissolve into an illusory effect of your choosing (e.g smoke or mist) that allows you to bypass obstacles such as cell bars, a net trap, grapples, uneven terrain, or attacks that react to your movement. Objects worn or carried on your person will come with you. You can move vertically in this state, but you will rematerialize when you stop moving, at the end of your turn, or when performing another (non-dash) action. You can use normal movement speed while in mist form to extend its range. Bane: You cannot utilize this ability in daylight or the equivalent, nor after making contact with silver in the last round. The effect ends immediately should you come into contact with silver while in mist form (such as silver bars). Sommelier
Effect: You have an unparalleled understanding of the nuances of blood, much like a sommelier with wine; this allows you to re-identify blood you've tasted before. After tasting blood, you can determine if it belongs to an animal, mutant, mage, vampire, mundane, or combination thereof. Choose one specialization from the previous list (mundane implies purely mundane); your efforts to track a target via blood receive a +2 bonus if it matches your specialization, and yield +1 HP when you Bite them. Bane: Negative qualities in blood (i.e Saltblood, acidic blood, and toxic blood) are more potent to you; take an additional 2AP damage when consuming them. Supernatural Perch
Effect: You can crawl along vertical and horizontal planes such as walls and ceilings. When crawling along such surfaces, your movement is halved but you do not require a DEX: Stealth check to move stealthily. You may Evade on rounds you have moved but cannot Attack or Block. You are also able to hang or perch on these surfaces when not moving. You may Attack and Block if you did not move last round. When you fall from any height you can glide down and land with minimal harm; your successful DEX: Acrobatics checks now negate fall damage instead of halving it. Bane: You are unable to move in this way when exposed to silver. If struck by silver while crawling or perched, you will lose the ability to negate fall damage for one round and fall from that point. Tempered Fang
Effect: You've made a considerable effort to learn how to control your feeding urges. Your Bites now do 1 AP/GP damage instead of 2 AP/GP damage, while still restoring you for 2 HP. This manner of feeding lessens the burden of bloodloss on the target, with the typical after-effects staying only for 12 hours instead of 24. Attempts to resist the urge to feed can be made with a +3 modifier. Bane: Your Bites no longer impose a -1 penalty on Death Saves made against them. Vampiric Speed
Effect: As the moon rises, you feel your reflexes heighten; you feel good. After a successful Block or Evade (does not include grazed hits) you may make a free, immediate Dash unaffected by movement penalties. Your evasion rolls receive a +1 bonus (can exceed the base +3, but does not stack with other feat bonuses). Bane: This ability cannot be used in daylight or the equivalent, nor for one round after making contact with silver. When you receive HP from Biting a target, you receive 1 less (-1). |