Vampires

Vampires

Subclass: Cursed ones

*“Some of my best friends, best coworkers, have*
been vampires. The problem is, so have many of my worst hunts.”

*Master Henry Griffiths, of the*
R.B.G.H

The curse of vampirism is, in actuality, many similar
curses which are lumped together for ease of categorizing. In general, almost
all vampires share the following traits:

·
A need to consume blood, which can be
psychological or truly somatic.

·
An aversion to sunlight, which can
range from migraines to incineration.

·
Undeath, with all the benefits and
drawbacks thereof.

·
Great bodily strength and speed.

Additionally, it is common for some strains of the
curse to exhibit additional traits, such as an aversion to running water, the
pathological need to be granted permission before entering a home, or the
attraction and love of certain creatures, such as wolves or bats. In general,
however, it should be noted that as undead, most animals shun vampires and will
attack them should they get the chance.

Vampires are commonly parted into lesser vampires and
higher or greater vampires. The distinction is somewhat fluid, and certain
strains lie right on the middle and produce individuals on either side of the
spectrum. Vampires are considered lesser if they cannot disguise convincingly
as humanoid, are animalistic or supremely unintelligent, are bound by many
unique or semi-unique weaknesses and exhibit fewer supernatural abilities.
Consequently, vampires are considered higher if they are nearly or completely
indistinguishable from a live humanoid, are intelligent and capable of higher
logic and reasoning, are unfettered of the myriad weaknesses of the lesser
vampires and exhibit great supernatural power, with some even able to channel
necromantic magic to cast spells as would a wizard.

In general, most higher vampires lead quiet lives,
away from the cities but very much within humanoid society. It is not at all
uncommon to hear of remote villages who actively look after a certain vampire,
as such a friend would be invaluable should a monster attack or an emergency
occur. In point of fact, in some regions of central Europe vampires kill more
monsters, especially undead, than the local monster hunters do. There have even
been tales of particularly desperate peasants seeking out lesser, but still
intelligent, vampires and offering them the same position.

This is, of course, far from the norm. Most civilized
locales still see vampires of all stripes and strains as monsters in their own
right, and hunt them with fire and silver wheresoever they should appear. One
should also not be fooled by these stories: where there are good apples, there
are inevitably bad ones. Many vampires, higher and lesser, dwell in the dark
and abandoned parts of the great cities, feeding off the beggars and working
poor. Still other lesser vampires seek out hiding spots in caverns, abandoned
cellars, or similar locales, where they may lie hibernating for decades should
food be scarce.

When fighting vampires, one should first categorize
the vampire in question, and establish what strain it has come from. Should
this prove impossible, at least try to determine its strengths and weaknesses.
All in all, it is best to rely on the most solid means of fighting undead: fire
and silver. Certain strains of vampire may only die when completely immolated,
or when their heart is removed from their body, and so this should be your
first task after an apparent victory.

Also, remember that higher vampires are most assuredly
capable of reason. A well-travelled hunter shall meet many, both as fellow
hunters and as bodyguards, guides, and mercenaries. Vampire scouts and
rangefinders have been used by several armies to great effect, and very little
can pose a threat to a vampire in heavy armour should that armour be enchanted
for fire protection.

 PERCEPTION: 16–21
 DEXTERITY: 12–20
 CONSTITUTION: 7–17
 INTELLIGENCE: 3–17
 WISDOM:
 5–16
 CHARISMA:
 3–16
 ·
 TRUE SIGHT
 ·
 SANGUINE POTENCY
 ·
 UNDEATH