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Fang and Fury - Guidebook to Vampires.pdf

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20<br />

rule that a “destroyed” result from a turn check instead cures vampires<br />

of their illness. The blast of positive energy burns out the disease<br />

entity <strong>and</strong> res<strong>to</strong>res a vampire <strong>to</strong> life without harming the mortal carrier.<br />

Alternative Racial Abilities<br />

The infectious nature of the vampiric disease carriers makes them much<br />

more prolific than normal ones once an outbreak occurs. Because every<br />

Chapter Two: The Way of Blood<br />

Races of Renown: <strong>Fang</strong> & <strong>Fury</strong><br />

drop of her blood carries the infection, whenever a diseased vampire<br />

feeds she has a chance of creating a new scion. The percentage chance is<br />

equal <strong>to</strong> 5 + the <strong>to</strong>tal damage dealt by blood drain.<br />

Vampirism (Su): Supernatural disease; injury, Fortitude save (DC<br />

20), incubation period 1d3 days. The disease deals no damage<br />

<strong>to</strong> its host but transforms her in<strong>to</strong> a bloodthirsty undead<br />

monster at midnight on the night it takes effect.<br />

- Vampire Campaign Options -<br />

Here are a number of ideas for campaigns that center on vampires.<br />

Against the Inquisition<br />

In this option, the PCs are isolated scions in a l<strong>and</strong> dominated<br />

by a hard-line political or religious ideology that seeks their <strong>to</strong>tal<br />

eradication. Inquisi<strong>to</strong>rs, soldiers, <strong>and</strong> firebr<strong>and</strong> preachers walk<br />

the streets at night seeking out creatures of evil, <strong>and</strong> children are<br />

encouraged <strong>to</strong> find sleeping vampires during the day, at a penny a<br />

head. The party’s goals may be as simple as survival, or as farreaching<br />

as revolution.<br />

Depending on their goals <strong>and</strong> abilities, the party could flee <strong>to</strong> the<br />

countryside <strong>to</strong> seek the safety of caves or ruins, or they could<br />

choose <strong>to</strong> fortify their hiding place <strong>and</strong> stick it out in a city or<br />

<strong>to</strong>wn. In the first situation the campaign takes on the frantic pace<br />

of a chase film, or the desperation of an exodus. In the second,<br />

it might be centered on deception, emphasizing roleplaying as the<br />

PCs use disguise <strong>and</strong> illusion <strong>to</strong> feed <strong>and</strong> stay one step ahead of the<br />

inquisition.<br />

This option is particularly attractive if you intend <strong>to</strong> make scions<br />

sympathetic figures, either through roleplaying or the natural or<br />

cursed vampire options. It also works well in his<strong>to</strong>rical context, if<br />

you wish <strong>to</strong> run a campaign that takes place in a dark <strong>and</strong> mythical<br />

underside <strong>to</strong> real events such as the Spanish Inquisition or the<br />

Crusades.<br />

GM’s Option<br />

Consider granting PCs Lifemask (see Chapter Two: Feats) as a free<br />

bonus feat <strong>to</strong> enhance their ability <strong>to</strong> avoid detection <strong>and</strong> capture.<br />

Conquest<br />

A question people commonly ask about powerful monsters is:<br />

Why don’t they rule the world? This book attempts <strong>to</strong> patch that<br />

hole with elements, such as the Dusk Crown artifact <strong>and</strong> the reveler<br />

prestige class, that keep vampires from working <strong>to</strong>gether, but<br />

another option is <strong>to</strong> make the answer <strong>to</strong> this question a central<br />

theme of your campaign. A cabal of powerful vampires, perhaps<br />

working in alliance with liches <strong>and</strong> other intelligent undead, plans<br />

<strong>to</strong> capture a city-state, a principality, or a country, or even <strong>to</strong><br />

establish a globe-spanning empire.<br />

The players could take the role of soldiers on either side of<br />

the battle, or of the generals themselves if the group wants <strong>to</strong><br />

fight out battles using mass-combat rules. They could also play<br />

noncombatants caught up in the struggle who lock themselves in<br />

at night <strong>and</strong> emerge during the day <strong>to</strong> scrounge for supplies, ever<br />

mindful of the passage of the sun. Because the undead armies kill<br />

all living creatures without discriminating between good <strong>and</strong> evil,<br />

civilized <strong>and</strong> wild, the PCs could even be racial enemies who are<br />

bound <strong>to</strong>gether out of necessity. A party containing a drow, a high<br />

elf, a duergar, <strong>and</strong> a mountain dwarf would be a problem in many<br />

groups, but it could present a great roleplaying challenge <strong>to</strong> players<br />

who are up for it.<br />

GM’s Option<br />

A campaign that centers on war between the living <strong>and</strong> undead<br />

should reflect the inevitable “arms race” that occurs during<br />

protracted conflict. Consider reducing the prerequisites for feats such<br />

as Empowered Natural Weapon <strong>and</strong> Energy Drain <strong>to</strong> make vampire<br />

soldiers more dangerous, <strong>and</strong> granting all neutral <strong>and</strong> good clerics<br />

access <strong>to</strong> the Sun domain as a free bonus domain, regardless of their<br />

deities’ portfolios.<br />

Decadent Cruelty<br />

Not all roleplaying campaigns have <strong>to</strong> be about something. In this<br />

option the PCs are scions who live at the <strong>to</strong>p of society, dispensing<br />

agony <strong>and</strong> ecstasy <strong>to</strong> mortals in their care <strong>and</strong> living an existence of<br />

endless debauchery. They create blood puppets for sport <strong>and</strong> order<br />

them off balconies when they cease <strong>to</strong> be amusing; they invent<br />

whole new sports <strong>and</strong> pastimes <strong>to</strong> humiliate their mortal thralls,<br />

treating them as riding beasts, musical instruments, or parlor game<br />

pieces; <strong>and</strong> they never, ever get caught.<br />

In this sort of campaign, <strong>to</strong>ss the st<strong>and</strong>ard rewards out the window<br />

<strong>and</strong> instead orient the game around parlor politics <strong>and</strong> the minor<br />

contests of influence likely <strong>to</strong> occupy immortal sadists. Each<br />

session has its prince <strong>and</strong> its goat, with plenty of minor nobles<br />

in between, all squabbling for influence. While d20 System rules<br />

are still used <strong>to</strong> resolve skill checks <strong>and</strong> combat, a card game like<br />

“Presidents <strong>and</strong> Assholes” may be better suited <strong>to</strong> resolving the<br />

outcome of complex political struggles. For example, the PCs may<br />

be jockeying for ownership of the local orphanage <strong>and</strong> the superb<br />

dining <strong>to</strong> be found therein. Their politicking <strong>to</strong>ward this end may<br />

be expressed by playing a single h<strong>and</strong> of cards <strong>to</strong> determine the<br />

relative placement of each PC in the race.<br />

GM’s Option<br />

Half the fun of being a vampire is having minions. Consider<br />

removing the negative level penalties for creating blood puppets <strong>and</strong><br />

vampiric thralls, <strong>and</strong> thus encourage PCs <strong>to</strong> gather twisted courtiers,<br />

pets, <strong>and</strong> sycophants <strong>to</strong> their sides.

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