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Vampiric physiology is altered entirely from their former self. Their skin, with few exceptions, will begin to pale. Their eyes, with few exceptions, will begin to morph into a crimson red color that pierces and glows even in the dark of night. What changes about their appearance pales in comparison to the changes taking effect in their mind. Vampires are dark creatures, servile to the Creed and blessed by Fedryn to subsist off of blood for eternity. They are consistently hungry for it, and their bloodline determines how feral this hunger will render them overtime. All vampires share in delayed aging, most able to live beyond the normal range for their race, and they certainly do not show age in their physical appearance. Some bloodlines add specific boons or drawbacks depending on the nature of how they were designed, but it is common to see vampires rely on increased strength and vitality in most situations. | Vampiric physiology is altered entirely from their former self. Their skin, with few exceptions, will begin to pale. Their eyes, with few exceptions, will begin to morph into a crimson red color that pierces and glows even in the dark of night. What changes about their appearance pales in comparison to the changes taking effect in their mind. Vampires are dark creatures, servile to the Creed and blessed by Fedryn to subsist off of blood for eternity. They are consistently hungry for it, and their bloodline determines how feral this hunger will render them overtime. All vampires share in delayed aging, most able to live beyond the normal range for their race, and they certainly do not show age in their physical appearance. Some bloodlines add specific boons or drawbacks depending on the nature of how they were designed, but it is common to see vampires rely on increased strength and vitality in most situations. | ||
The vampiric mindset is one based in domination and supremacy. They see non-vampires as entities to be enslaved and used as cattle, and hardly waiver from this. Bloodlines differ in how this goal is achieved, but most agree that covens should seek to conquer the lands of non-vampires for their own influence and power. | The vampiric mindset is one based in domination and supremacy. They see non-vampires as entities to be enslaved and used as cattle, and hardly waiver from this. Bloodlines differ in how this goal is achieved, but most agree that covens should seek to conquer the lands of non-vampires for their own influence and power. | ||
'''''Fedryn's Gift -''''' ''Across all vampire bloodlines, Fedryn has granted the ability to disguise their red eyes during mundane affairs and interactions. This overrides any bloodline that would otherwise be noticeable to the naked eye. If the vampire enters combat, this ability will subside and the red eyes will return to normal.'' | |||
= Bloodlines = | = Bloodlines = |
Latest revision as of 01:09, 20 May 2024
Introduction
The vampire bloodlines of the east are as mysterious as they are novel. Prior to the age of the Demontide, the Vemics carried the orders of the dark gods, particularly in their devotion to Fedryn. The idea of a lower vemic, or a creature of such potent bloodlust that could be construed for a human, was unthinkable. Nonetheless, they have now become entangled in the Reveian political landscape. Lords and ladies revealed as vampires, having infiltrated families and spread their rot, have become an issue in areas as devout as the Fells, and as remote as the Dragon Isles.
Physical Appearance/Biology
Vampiric physiology is altered entirely from their former self. Their skin, with few exceptions, will begin to pale. Their eyes, with few exceptions, will begin to morph into a crimson red color that pierces and glows even in the dark of night. What changes about their appearance pales in comparison to the changes taking effect in their mind. Vampires are dark creatures, servile to the Creed and blessed by Fedryn to subsist off of blood for eternity. They are consistently hungry for it, and their bloodline determines how feral this hunger will render them overtime. All vampires share in delayed aging, most able to live beyond the normal range for their race, and they certainly do not show age in their physical appearance. Some bloodlines add specific boons or drawbacks depending on the nature of how they were designed, but it is common to see vampires rely on increased strength and vitality in most situations.
The vampiric mindset is one based in domination and supremacy. They see non-vampires as entities to be enslaved and used as cattle, and hardly waiver from this. Bloodlines differ in how this goal is achieved, but most agree that covens should seek to conquer the lands of non-vampires for their own influence and power.
Fedryn's Gift - Across all vampire bloodlines, Fedryn has granted the ability to disguise their red eyes during mundane affairs and interactions. This overrides any bloodline that would otherwise be noticeable to the naked eye. If the vampire enters combat, this ability will subside and the red eyes will return to normal.
Bloodlines
The Vernost Bloodline
The Vernost Bloodline is the crown of the vampiric bloodlines, deriving its aristocratic bloodlust from the Fells Province of Vernostgrau. Vernost Vampires are hidden among the normal aristocracy, as an adaptation to the harsh and unforgiving populace of the Fells. They only display the characteristic red eyes when they are feeding, and otherwise do not show any unique features that would give them away. Vernost covens are discreet, hiding in plain sight, and as such do not possess the grand combative abilities of their more violent counterparts. Below are a list of tangible mechanics they follow:
Vernost Mechanics
Vernost Illusions - Vernost Vampires are able to conjure and manipulate illusion to their advantage. They are capable of producing a copycat version of themselves, able to manipulate its appearance to their desire and specifications. To all who look upon it, the copycat will appear normal, and is able to speak and act as a normal human would. It is also capable of combat, though will disappear at three wounds instead of six, like an apparition.
Vernost Blood Poison - Vernost Vampires are able to mix their blood in drinks as a sort of poison, able to infect a willing individual with the Vernost bloodline, or poison them. When poisoned, the victim is knocked unconscious.
The Marovan Bloodline
Marovan Vampires are contrasted to the Vernost by their lack of an ability to hide. They rule covens in an aristocratic posture, and rule where the guards of cities and villages are unable to reach. They are known for their increased strength, pale white skin, and blood red eyes, and are an infamous bloodline known throughout the lands of Reveia. Marovans take an antagonistic stance toward the Vernost, who they believe to be cowards. Instead, the Marovans wage wars in the criminal underground, seizing towns by the brute force of their vampiric power.
Marovan Mechanics
Marovan Strength - Moravan Vampires are powerful forces to reckon with. Without any point investment, they are granted 2 points in strength.
Marovan Blood Sword - Moravan Vampires are capable of forming a melee weapon made of solidified blood. Whatever their melee weapons skill is, the Marovan is able to roll as if they were at the next level. If a Marovan has mastered the melee skill, then they will roll with a +12.
Shroud of the Marovans - Marovan Vampires are capable of protecting their coven bases with a shroud, only able to be pierced by light mages of adept or higher. While within the shroud, all non-vampires suffer negatives to their health, losing two of their max wounds.
The Abendroth Bloodline
Abendroth vampires are the ravenous soldiers of vampiric covens, beastly and hard to control when under the influence of their curse. They are said to have the strength of ten men, capable of holding their own against groups of enemies. Their curse of great strength and physical capability trades any semblance of rationality for hunger and pointed violence. Abendroth vampires are combative, hard to control, but still smart enough to navigate against groups of foes. In coven hierarchy, the Abendroth are respected warriors and commanders, despite their beastial appearance.
Abendroth Mechanics
Abendroth Curse - Abendroth Vampires are blessed with increased strength, vested with veteran skill in both unarmed and strength combat without requiring a skill point investment. Further, they are capable of breaking the mastery cap, able to master both unarmed combat and strength combat if they invest accordingly. While Abendroth Vampires retain the normal vampiric pale skin and red eyes, this changes under the influence of the curse, which will slowly morph them into a strigoi-esque beast. Their talons are as sharp as blades, and while under the Abendroth shift they will wildly attack any non-vampires in their vicinity. This curse can be activated instantaneously, and is active until the Abendroth is knocked out. They are then unable to use the curse for a period of two hours.
Abendroth Leap - Abendroth are capable, while under the curse, of leaping great distances to escape combat. When using this ability, the Abendroth will roll their agility modifier and move that amount away from combat. After one use, the ability will go on cooldown for the rest of the combat encounter.
The Vallenwald Bloodline
The Vallenwald Vampires are dangerous rogues inhabiting the southern lands of Reveia, hailing from the Greater Vampire Pierre Vallenwald's lineage. Pierre Vallenwald preaches subversion of the non-vampires, or inferiors, from the shadows. They are quite aggressive still, operating a rogue role within covens who recruit them. Inquisitors lament dealing with the shrouded figures passing unseen even under their watch. Vallenwald Vampires maintain pale skin and red eyes akin to their vampiric counterparts.
Vallenwald Mechanics
Vallenwald Cloak - Vallenwald Vampires are capable of shielding themselves from sight entirely, using the shadows to hide and move unseen. If used mid combat, the cloak will last for two turns, otherwise the Vallenwald is capable of moving in dark places without being seen for as long as they deem necessary. In the daylight, the Vallenwald is capable of disappearing for limited amounts of time, but when around other characters, is forced to roll a normal d20. If they roll below a 10, they will be seen and the cloak will dissipate. If a Vallenwald attacks from a cloaked state, they are able to land a surprise attack by rolling against their target's defensive modifier. If they succeed, the target will suffer three wounds.
Vallenwald Curse - Vallenwald Vampires are uniquely cursed with the death by daylight. If caught in the sun's gaze, the Vallenwald will have their max wounds reduced by three. By contrast, a Vallenwald is most empowered in the darkness.
Vallenwald Trance - A Vallenwald Vampire is capable of putting a target under a form of trance-like influence, by rolling a normal d20 against a target's d20. If successful by a margin of 6, the target falls into a trance and will follow the vampire where led. This trance only applies in that the target will follow the vampire, unable to take commands or commit any complex actions. As such, it is very easy to tell when someone is under the Vallenwald trance, and their eyes will glow red too to signify the magical influence. The trance lasts for 5 turns, during which the victim may roll to break free. A d20 vs d20 is rolled, with a 8 point margin required to break free.