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Vampire

Of all the chaotic evil undead creatures that stalk the world, none is more dreadful than the vampire. Moving silently through the night, vampires prey upon the living without mercy or compassion.

One aspect that makes the vampire far more fearsome than many of it's undead kindred is it's appearance. Unlike other undead creatures, the vampire can easily pass among normal furres without drawing attention to itself for, although it's facial features are sharp and feral, they do not seem unfurre. In many cases a vampire's true nature is revealed only when it attacks.
Base Stats Hit Points Initiative Magicka Stamina
80 9 15 70
Ability Mod Cost Flavour Rules
Rank 1
Eye Gouge +5 5 Hiss Claw at your opponent's eyes.
Chill Touch +5 5 Stay frosty. Send chills down the spine of your target, leaving them open to forward attacks.
Choke +5 5 Just a little tighter! Wrap your steel grip around your opponent's neck and squeeze.
Silence +10 10 They shall hear no evil. Move Undetected
Vampiric Touch +10 10 The blood is the life! Does 1d20+10 damage to target and heals the caster the same amount.
Bite +10 10 Omnom Bite at your opponent viciously.
Float +10 10 Hover Hover in the air for the next 2 turns, out of reach of your foe's attacks. (Modifier on Defense roll)
Shadow Speak +10 10 I am one with the dark. The spell caster gains the abiltiy to speak with shadows, which might reveal to him where certain items, or persons might be found. Adds a +20 to next Search Skill.
Invisio +15 15 The vampire's form mists into an almost invisible ethereal spectre. One with such an ability is unable to touch, or be touched. They are invisible until they make an attack, or the condition wears off after 10 minutes FST.
Rank 2
Lightening Bolt +10 10 Zpow! Bring the fury of the heavens down upon your target.
Poison +10 10 What's that smell? Form a cloud of poisonous gas and engulf your target. Non Combat Spell - Target loses 5 HP every 1 minute FST until cured. (Poison Rules apply)
Know Alignment +15 15 Look into my eyes. Distinguish friend from foe simply by looking them in the eye.
Stone Skin +20 20 Hard as a rock. Harden your cold flesh, raising your defenses for next 2 turns. (Modifier on Defense)
Blood Lust +20 20 Vampiric rage overpowers self control. The vampire slips into a bloodlust state. They do deadly damage to the warm-blooded living as an attack. Also, vampires within one square of you are affected by the Bloodlust. They, too, cannot stop the desire for the red elixir. (They need not roll to become "bloodlusted") For the next 3 attacks you (and they) have a +30 to attacks and cannot defend the next 3 attacks against yourselves.
Obtenebration +20 20 Shadows gather around the vampire and strike out at the opponent as the vampire does.
Fly +25 25 A bird? A plane? Your ability to levitate is your advantage. On the turn after activating this feat you get two attacks on your ground-bound opponent (without the +25 modifier). They can choose to defend against the first OR the second, but not both. This feat cannot be used against any class that has a flight spell or feat.
Fortitude +20 50 The vampire uses a store of blood to increase their bodily toughness temporarily. +20 on Defense for next 3 turns. (Stackable with armor)
Vampiric Embrace +15 999 A willing victim is required for the use of this feat, and the vampire must still roll 75 or higher to turn the furre into a vampire. A sharing of blood is conducted between the willing victim and the vampire. That target will become a vampire if they cannot locate a cleric, sorcerer, or wizard within two full weeks of being bitten. The cleric, sorcerer, or wizard MUST roll a successful RESURRECTION upon the victim to stop the change from occurring. For those weeks the character is considered a partial vampire, with access to the Bite and Chill Touch abilities. Also, if the character's class does not have ST or Mana they gain 25 of whichever they do not have. If the bitten cannot find help and the change takes place, they must become Vampire class and have access to all feats/spells their new class entitles them to. (Victims must inform Council upon change)
Rank 3
Vampiric Psi +20 20 Aggrevate the last wound the target received and cause the target to instantly take damage equal to last damage given.
Control Weather +25 25 Bring down a storm like no other to encircle your target.
Dissuade Magic +25 25 Cast upon yourself, the next magical attack that hits you does only half damage rolled.
Shocking Grasp +25 30 Squeeze the life from your opponent, sending pulsing electricity into their bodies as you choke them.
Nightfall +25 30 Tired of waiting for the sun to set? Call upon a magical nightfall as a shadow falls over the local land, blocking out the sun, allowing you to roam freely. This spell cannot be used BEFORE 5 pm FST. Requires a 75 or higher for success. Tier 3 vampires may contact the council to be added to the dream DS list of people who can activate nightfall, or ask an online council member when the spell is used.
Infravision +30 35 Locate your opponents weakest point and exploit it.
Potence +20 75 The vampire uses a store of blood to increase their strength temporarily. (+20 for 3 Rounds)
Protean +10 75 The vampire grows claws for the duration of the fight. (Stackable with weapon only)
Classic Bite +20 999 The hissing bite that the living fear the most - that of a vampire. The vampire bites the neck and sucks the blood of the living creature. This Classic Vampire Bite drains all of the vampire's Stamina when attempted. The vampire needs a 75 or higher to bite successfully. That target will become a vampire if they cannot locate a cleric, sorcerer, or wizard within two full weeks of being bitten. The cleric, sorcerer, or wizard MUST roll a successful RESURRECTION upon the victim to stop the change from occurring. For those weeks the character is considered a partial vampire, with access to the Bite and Chill Touch abilities. Also, if the character's class does not have ST or Mana they gain 25 of whichever they do not have. If the bitten cannot find help and the change takes place, they must become Vampire class and have access to all feats/spells their new class entitles them to. (Victims must inform Council of change)