A vampire is hiding in a dark alley waiting for a victim.
Vampirism is a more recent affliction amongst the denizens of Tykonia, shrouded in a cloud of mystery. Its exact origins arenât known - linked with demonic pacts and dark magic â but often point to a single, Progenitor individual. A turncoat against Pyrilâs will. Vampires are entities shunned by this deity and the natural order, forcing them to derive their nutrients from elsewhere. Rather than create, like lesser parasites, they acquire their power from the blood of others.
A vampire hunterâs journal entry.
Not all crimson is created equal, however, as only the blood of their fellow countrymen provides true satiation. Animal blood can stymy the regressive elements of their conditionâbut not permanently. Feeding does not always result in killing, though the urge to do so is often overwhelming. No other food, no matter the taste, offers any benefit to them besides the satisfaction of chewing. The need for blood extends beyond mere hunger as their bodyâs constitution is directly linked to it; without it, they become more beastly as their skin grows pale, their body becomes gaunt, and the reddened cravings manifest in their eyes. Such an untenable form also means that should they perish, they undergo a process known as Wasting, disintegrating into a pile of ash*.
*The lack of a body prevents their return as Undead.
The affliction is contagious and notably virulent, given its means of transmission. It is spread when a Vampireâs fangs meet an uninfectedâs blood and feeding begins. The victim is drained nearly to death before a blackened âvenomâ is injected*. Transformation starts shortly thereafter and is extremely painfulâthough children and Pyril divinators are notably immune to its effects. In some circumstances, the change in morphology is accompanied by a psychotic break: victims develop an attachment to their infectors similar to familial loyalty or blind reverence. Given how infrequently this occurs, some posit that it may have nothing to do with the curse at all*.
*Infection requires R/PTC; biting is not guaranteed to spread Vampirism.
**âBondingâ is completely player-choice.Â
As a consequence of their curse, Vampires are incredibly advanced human predators. At will, they can extend dagger-like* claws and fangs to assist both in feeding and killing, blending in inconspicuously when not in use. By consuming blood, they unlock a series of minor magical abilities that further augment their potential. Among their most notable is the ability to turn into a bat**; taking a (1) turn to transform, they can fly at a modest (20 mph) pace so long as theyâre healthy. Theyâre at home in shadow such that they can seamlessly blend into any dark areaâbecoming totally imperceptible unless light is shone upon them or theyâre bumped into. Navigating this darkness also grants them exceptional night vision, though this does make them more susceptible to sudden flashes of light.Â
* Vampire claws are equivalent in strength and durability to steel daggers.
** A Vampireâs bat form is always 1/45th of their original size (e.g., a 136 lb human becomes a 3 lb bat). They cannot wear armour nor cast in this form.
Age is a distorted concept amongst their kind: while they certainly do grow older, they do so at a much slower rate. As their presence in the region is youthful, itâs unknown exactly how long they may liveâbut the eldest in Tykonia are two centuries (200) old. Not even the accelerating effects of Grounding seem to affect them, as it appears the curse overrules other magical impulses. With this comes a hollowness of soul â a Half-Death â that means they go ignored by Undead (aside from those in The Pale). The questionable lack of a whole soul also appears to affect their health, as they are immune to non-magical diseases.
Any magical attunement an individual had before their infection will remain usable, nor are they barred from learning after the factâexcept for Pyril divination. His priests are immune to the affliction, and any attempt to call upon his magic by a Vampire has undoubtedly failed. Even the presence of holy artefacts, sites, and the clergy brings these wicked beasts a sense of unease. Churches and temples are considered safe places as Vampires cannot enter them âother than those dedicated to Sevaâdue to fear consuming them before they come between their arches. Artefacts, when applied to a Vampireâs skin, cause immediate contact burns of the 1st degree, which increase in severity for every two (2) turns touch is sustained. Finally, while divinators are on occasion attacked, they exude a presence of unease in the wicked, which drives most to reconsider their options.
If the fires of the gods werenât bad enough, the very sun itself scorns the Vampiric race. Direct exposure to its rays causes them to combust and melt, disintegrating to naught but bone in ten (10) turns. Fear of the light â particularly the sun â is almost ubiquitous amongst their ilk, such that most avoid the day altogether. Some have discovered that by completely concealing their skin, they may venture out during the dayâthough this is quite a conspicuous disguise.
If they go without blood for many moons, their monstrous characteristics will only grow worse. More and more of the âmanâ they once were will be erased as dementia and mania take them in kind. This deprivation leads to the creation of a Gargoyle*. These half-man, half-bat creatures can stand as tall as seven (7) feet, weigh (1.5x) more than their original weight, and possess wings instead of arms for powered flight (20 mph). They, unlike their fed brethren, are completely animalistic, bearing no capacity for reason or speech**. Their primal state means they express the fears and desires of Vampires in their most primal forms: attacking with no regard for previous relationships and fleeing in terror of the sun. Should a Gargoyle be unable to escape the sunâs rays â rather than melt to ash â theyâll instead turn to solid stone. In this state, any injury made upon the statue will reflect upon their fleshy form, which theyâll revert to once the moon rises.Â
*Gargoyles abide by Monster Rules of Engagement: meaning if a Gargoyle attacks first, theyâre APTK.
**Gargoyles may work with each other in packs and can be tamed by Vampires (they cannot be NPCs).