Vampirics

Author: Reina

## **Elder Vampires**

Elder Vampires are greater undead. They were once mortal, until making a blood pact, the eldest vampires originally with Zom, in more recent times with demons. During this pact, their souls are consumed, granting the elder vampire immortality, but sacrificing any opportunity for an afterlife.

Vampires shall walk Malm until the world ends, or until they are destroyed completely. To sustain their existence, they must feed on the soul aether of the living. While they are not required to drink blood, for them, draining soul aether is easier to accomplish from an open wound, and manipulating soul aether is easier with blood as a catalyst, thus the myth of blood-drinking and blood magick was born from eye-witness accounts.

###### **Vampire**

A vampire is undead, the result of a blood pact between an elder vampire and a playable race. Vampires do require soul aether to exist, and can manipulate blood to absorb it. When a vampire dies, they turn to ash.

###### **Ghoul**

A ghoul is a lesser undead, akin to a sentient zombie, created when a mortal is drained of all their soul aether by a vampire, turning them into a lesser undead servant. They always hunger, are never satiated, but otherwise do not perish until slain. However, if an elder vampire or vampire is destroyed, all ghouls they created also perish, and do not experience an afterlife. When a ghoul dies, they turn to ash.

###### **Vampyr**

A vampyr is mortal, the result of offspring between a vampire and a playable race, or between a vampyr and a playable race. While vampyr do not require soul aether to exist, they can crave it, and learn to manipulate blood to absorb it. Vampyr have soul aether and may experience an afterlife.

###### **Dhampir**

A dhampir is mortal, the result of a blood pact between a vampire or vampyr and a playable elven or human race. While dhampir do not require soul aether to exist, they can crave it, and learn to manipulate blood to absorb it. Dhampir have soul aether and may experience an afterlife.

## **Appearance**

* Required: Black, White, or Silver hair.
* Required: Unnatural/fantasy colored eyes.
* Required: Pale/Dead skin tones.
* Required: Fangs
* Optional: Pointed ears

## **Blood Pacts**

A ritual performed to turn a **playable elven or human race mortal** into a **mortal dhampir** instead. (While beastkin and monsterkin races are immune to this blood pact, they are susceptible to the Blood Moon.)

The pact requires a union, a bond created in the form of blood, a transference of a **vampire** or **vampyr's** aether into a mortal. This is considered a gift by vampirics, and a curse by outsiders, and not all who are offered this chance are able to survive the transformation. Factors for success include the seniority of the vampiric, the mortal's ability to control aether within their body, and their tolerance for pain, both physical and mental.

Those who cannot sustain the pain, suffer physical torment, mental anguish, and die.

Those who cannot control the flow of foreign aether, risk a horribly painful aetheric imbalance, and die.

Those who maintain their aether, body, and sanity, become a dhampir.

A character may only experience a blood pact trial once in their life, either succeeding, dying, or failing and becoming immune.

## **Aiding or Curing a Blood Pact Patient**

When it's time to roll at the end of each week, a character undergoing a trial may receive aid from a single healer. The healer may roll Faith, adding the result to the patient's attempts to succeed for that week.

Alternatively, a cure may be attempted by a healer at the end of week 1 thru 4.

Cure attempts are in addition to the mandatory trial rolls, and one success bypasses the effects of a third fail or third success.

Cure attempts can be done against a character's will IC and uses the same weekly DC. (Requires OOC consent)

The healer's Faith roll replaces the 'Powerful Vampiric's Influence' for cure attempts.

## **Vampiric Bonuses**

(Vampiric Bonuses are used specifically for Blood Pacts)

* Elder Vampire: +5
* Vampire: +4
* Vampyr: +3
* Dhampir: +2
* Ghoul: +1

## **Notable Vampirics**

* Marileen (Vampyr): An elven vampyr, and adventurer for hire. Aided in vanquishing a vampire dwelling in a catacomb beneath the Gapathian House on Lanvildaran Island, and was also present for the clearing of the island's other dungeons, including the Forbidden Archive.

* Madame Bijou Violette (Elder Vampire): An ancient smolder witch and proprietor of 'The Peculiar Poppy' from Isle Lanvilder. She is a wealth of local gossip and comfort for any who step through her doors, for a price~

* Omecia (Vampyr): One of the Horde Overlords of the Light Continent's current Shadow Lord, following the death of the former Overlord, the Rat Lord, and defeating the tiefling Laverna to take up the position.

## **Vampiric Weaknesses**

* Vampires and Ghouls are undead, and are harmed by healing magick.
* Religious symbols or scriptures on their own do no harm, only if infused with light or holy magick.
* Typically shy from running water, as it is a sign of Kui, known to bestow healing magick to followers in the form of flowing waters, which harms undead.
* Typically avoid hallowed ground, often enchanted with light or holy magick specifically to ward off undead.
* Typically ask permission to enter structures, to avoid triggering glyphs that might expose them to light or holy magick.
* Destroying a vampiric's heart disrupts their flow and reservoir of blood, making it difficult to manipulate their aether. As a result, they lose a great deal of soul aether needed to survive and regenerate their body, often leaving them looking starved and frail.
* NPC Vampires must feed their **Hunger** for soul aether, and can starve. For each mortal they feed upon, they regain one of ten **Hunger**. Each eve without feeding reduces **Hunger** by one. The vampire receives a -1 penalty to rolls for each **Hunger** below six. Upon reaching zero **Hunger**, a vampire perishes.

## **Vampiric Benefits**

Benefits are typically represented via roleplay, attribute points, and C.B.S. abilities.

* While in the same zone, vampyr and vampires can sense & communicate with any dhampir and ghouls they have sired.
* While in the same zone, dhampir can sense and communicate with the vampyr or vampire that sired them.
* Can sense the presence of supernatural creatures within 20m.
* Acute sight and hearing.
* Can influence wild beasts (wolves, bats, spiders, etc)
* Can regenerate damage.
* Immortal.

## **FAQ**

1. **Question: Is it safe to have intercourse with a vampiric without fear of spreading any curse?**

* It is safe to have intercourse with a dhampir.
* It is unsafe to have intercourse with a ghoul. They will try to eat you or obey their sire.
* It is unsafe to have intercourse with a vampire or vampyr. Their blood could unintentionally trigger a trial. Vampires and vampyrs often consider the trial a gift given to the worthy, and kill the unworthy that steal this gift.