A typical sight in most cities these days, Vampires can be found lurking in the
shadows of the District of Dusk. Taking refuge during the day, these potent individuals
have either willingly or unwillingly exchanged their mortal life spans for an infinite
undeath.
A vampire is not a race; but rather it is a disease . In order to
use the vampire template, you must first be one of the existing 'public' races.
You gain additional bonuses depending on the 'host' race of the vampire.
Human Vampire - You retain the extra bonus talent that humans get at creation, but
other traits are lost.
E'llalin Vampire - You do not begin with Arcane Potential, but you still gain extra
mana at Levels 1, 20, 60, and 100
Greenskin Vampire - You retain the talent Overwhelming Power
D'arwa Vampire - You do not gain the other bonuses, but gain extra health at Levels
1, 20, 60, and 100
Halfling Vampire - You retain the talent Escape Artist
All vampires begin with the talent Potent Strength , increasing their combat die by +1 . This
effectively means that a vampire may potentially reach up to 5d .
All vampires begin with the talent Celerity , with which you may reroll any initiative made roll made as many times as you have
attack dice sides. In addition to this, once per combat you may reroll any one
physical action roll. An attack, a parry, a riposte, resilient strike etc.
A vampire has no lifespan limitations.
A vampire is Undead, and therefore does not need to breathe, even underwater. Additionally, Vampires suffer damage
from all healing spells and abilities unless otherwise stated. A vampire may never be resurrected by normal means,
if destroyed . . . but there may be other ways.
A Vampire is Forever Unchanging .They will never be capable of changing
its appearance for any extended period of time. This includes cutting hair, scars, tattoos or
piercings. The body returns to the way it was when sired by 4 AM the following morning.
This includes injuries or lost health.
A Vampire is virtually indestructible. A Vampire may be reduced to any negative
number of HP without dying. A Vampire may only be killed if they are decapitated,
burned, or have their heart removed. If they are reduced to 0 or less HP by one
of these ways, the vampire is destroyed and may not be resurrected.
If exposed to sunlight, a Vampire receives 1d50 fire damage (not doubled) for every
round that they remain (1 round is roughly 5 seconds). A Vampire who receives fire
damage from a spell, torch or blazing weapon takes double damage.
Any vampire who is attacked by fire damage or exposed to fire must make a saving
throw (1d20 + 1/10 their level rounded down) with a difficulty check of 15,
or succumb to the Red Terror - The Vampire will do whatever it takes to flee as
far as possible from the source for 1d10 rounds, even if it means destroying somebody
attempting to bar their way. This means that Vampires may also not be blacksmiths.
A Vampire is dead and therefore has no working internal organs, including the stomach.
A vampire who attempts to eat or drink anything but blood (including alcohol) will
vomit it up violently within minutes later. This includes crafting foods and potions,
as well. This means that a vampire may never benefit from ingested consumable items.
A Vampire is required to drink blood once every week in order to live. This may
be done either by message board posts or by submitting a log to the Game Master and Record Keeper.
In addition to this, a Vampire may attempt to feed in combat by reducing their combat die
to 1 for the full round, any damage that is dealt will instantly heal the Vampire for
the full amount of damage dealt.