Description

Fangs. Undead. You get the idea.

Traits

Automatic Abilities

Vulnerabilities

Extended Vulnerabilities

Attributes

These attributes are unique to the Vampire power source. All vampires have them.

Blood

Simply put, how much blood is in your system. Vampiric flesh is highly absorbent to blood; this is evident in their ability to fully consume the entire supply of blood of multiple humans of equal size to themselves. Argument persists over whether the process is magical or physiological, but the fact remains: vampires soak up blood like sponges.

As they draw upon their vampiric abilities, they deplete their stored blood supply. When they start running low, they begin to feel the Hunger set in. Typically, this leads to hunting, then feeding, then the cycle begins anew.

The Blood attribute works as follows:

Effects of positive Blood score
Effects of negative Blood score
Blood score depletion

Feeding

To restore Blood, you must Feed.

Humanity

Represents how much you have held on to your humanity. A value of 20 means you fully embrace human values; you are no more willing to kill or harm for the purposes of feeding than any normal, innocent person. A value of 0 means you have absolutely no empathy whatsoever, and indeed enjoy the thrill of the hunt, the sweet taste of blood, and the feeble cries of your victims.

This attribute can change over time. Each time you feed on an unwilling victim, or kill through feeding, you lose 1 point of Humanity. Per DM adjudication, you may also lose points for less specific moral violations: the general rule is that you lose Humanity by committing evil acts *because of* your vampiric nature.

Conversely, you can regain Humanity by performing selfless acts. Mundane favors are not quite enough; such acts must be difficult or dangerous, even with your vampiric powers to help you. The DM will adjudicate.

Many vampiric abilities are enhanced by having a low Humanity score. Those with a high score are physically less vampiric than those with a low; the more the vampire within takes hold, the more you shift into a full-blooded monster.

Powers

Vampires may invest in Blood.

Paths

Celerity

Vampires are well-known for their incredible speed. Some take this to even greater extremes.

All uses are supernatural unless otherwise stated.

Automatic Benefits

Feats

Rank 1
Rank 2
Rank 3

Presence

Vampires possess superhuman charisma, and can learn to use it to great advantage.

All uses are supernatural unless otherwise stated.

Automatic Benefits

Feats

Rank 1
Rank 2

The Black

Some vampires can enhance their necromantic power, both through knowledge of the Dark Arts (and their own nature), and by abandoning any pretension to humanity.

You cannot invest more ranks in this skill than your Humanity score minus 20. If your score changes so to make your current score invalid, it is effectively lowered by the overage amount.

Not all uses of this skill are fully conscious, or represent some sort of magical study. In particular, most vampires have a few ranks, establishing some of their most basic vampiric traits.

Automatic Benefits

Level-based Abilities
Powers

Feats

Rank 1
Rank 2

Feats

These feats are available to all vampires, and are not specific to any path.

Senses

Feat Prereqs Description
Scent

Vampire rank 1

You gain the Scent ability, with a radius of 1 square per Survival modifier.

Vital Sight

Vampire rank 2

You gain Vital Sight, the ability to see living and undead creatures regardless of concealment or stealth, with a radius of 1 square per Survival modifier.

Healing

Feat Prereqs Description
Fast Healing

Vampire rank 1

At-will, free, toggle; gain Fast Healing 20%, at the cost of 1 Blood per round.

Instant Regeneration

Vampire rank 2, Fast Healing

At-will, free, 1 rd; you are healed of 1 Wound Point per Blood spent (max 1/level), or an injury of comparable WP.

Blood

Feat Prereqs Description
Blood Sac

Vampire rank 1

Increase your maximum Blood by 100% of your Con score. When your Blood score is between 100% and 200% of your Con, you gain the Engorged buff: +2 to all ability scores.

Blood Sponge

Vampire rank 2, Blood Sac

Increase your maximum Blood by 100% of your Con score. Stacks with Blood Sac. At 200-300% Con, you gain an additional stack of Engorged.

Humanity

Feat Prereqs Description
Sunlight Resistance

Vampire rank 1

You gain Resist (sunlight) 10% per point of Humanity. At 100%, you may operate in the sunlight without penalty. However, each time you spend 1 point of Blood, you temporarily gain a -5 penalty to your effective Humanity score for the purposes of this ability. These penalties last 1 minute.

Teetotaler

Vampire rank 1

You are committed to not drinking human blood, and thus you find it easier to resist the urge. Your minimum Blood score is doubled (which makes it even lower). You lose only 1 Blood every 3 days (besides Blood spent on abilities). You gain only 1 Hunger per 2 points of negative Blood. Can only take this ability if you have never voluntarily drank living blood; if you involuntarily drink, you lose these benefits for one week.

Faith

Vampire rank 1

You have true faith. Sanctity wards related to that faith do not affect you. Requires a Humanity score above 10. Subject to DM judgment as to whether or not your character actually has faith. Does not require adherence to a particular moral code (although acting in complete opposition to that faith would invalidate it).