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Fang and Fury - Guidebook to Vampires.pdf

Fang and Fury - Guidebook to Vampires.pdf

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Chapter One: The Vampire Scion<br />

Chapter One:<br />

The Vampire Scion<br />

The st<strong>and</strong>ard rules for vampires specify that a new vampire is created<br />

when a humanoid or monstrous humanoid with at least 5 HD is<br />

killed by a vampire’s blood drain attack. For the purposes of this<br />

book, new vampires are called “vampire scions” (often shortened <strong>to</strong><br />

“scions”) <strong>and</strong> are created in a different way.<br />

Becoming a Vampire<br />

The humanoid or monstrous humanoid must be killed by a vampire’s<br />

blood drain attack, then fed blood (see Blood Gifts, below) by the<br />

same vampire <strong>to</strong> res<strong>to</strong>re it <strong>to</strong> 0 hit points. Humanoids <strong>and</strong> monstrous<br />

humanoids killed by blood drain but not fed a blood gift arise 1d4<br />

days later as vampire spawn.<br />

A vampire scion’s first few days of unlife are dark ones. In a process<br />

called the Change, the new vampire’s body passes through all the<br />

stages of death: Limbs stiffen, skin becomes pale, <strong>and</strong> eyes lose<br />

their color <strong>and</strong> shine. Finally the abdomen swells <strong>to</strong> grotesque size<br />

as internal organs putrefy, shriveling again as they turn <strong>to</strong> liquid <strong>and</strong><br />

then rot away, leaving only a sluggishly beating heart <strong>and</strong> a labyrinth<br />

of black veins. While the body decays, the vampire’s characteristic<br />

fangs sprout from bloodless gums.<br />

While going through this transformation, the vampire scion’s hit<br />

points remain at 0. (This is an exception <strong>to</strong> the normal rule that<br />

undead are destroyed on reaching 0 hit points.) He is unconscious<br />

<strong>and</strong> his condition is stable, but he is completely unaffected by<br />

curative spells (inflict spells in this case) or any other magical means<br />

of res<strong>to</strong>ring health. He cannot benefit from use of the Heal skill <strong>to</strong><br />

speed healing or halt the process, nor can he recover hit points from<br />

rest.<br />

No known spell, magic item, or supernatural ability can reverse this<br />

change once it begins, though the vampire-<strong>to</strong>-be is vulnerable <strong>to</strong><br />

turning <strong>and</strong> rebuking attempts by clerics, <strong>and</strong> he can be killed by<br />

all the traditional banes of vampires (sunlight, running water, <strong>and</strong><br />

stakes; see Vampire Vulnerabilities below). In addition, dispel evil<br />

or remove curse cast on the body during this process slays the scion<br />

immediately.<br />

Only at the end of this period (1d4+1 days) does the scion awake.<br />

He initially has 1d6 hit points <strong>and</strong> is weak <strong>and</strong> disoriented. This<br />

condition resembles exhaustion (move at half normal speed,<br />

effective decrease of –6 <strong>to</strong> Strength <strong>and</strong> Dexterity). After 1 hour of<br />

inactivity, the scion is more in control of his new body but is still<br />

afflicted by pain; this is similar <strong>to</strong> the fatigued condition (can’t run<br />

or charge, effective decrease of –2 <strong>to</strong> Strength <strong>and</strong> Dexterity). The<br />

new vampire can act normally after 8 hours of inactivity. At this<br />

point the scion first experiences what will come <strong>to</strong> define his undead<br />

existence—the terrible, overwhelming need for blood so strong it is<br />

simply called “the Thirst.”<br />

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

GM’s Option: Different Rules for<br />

Becoming a Vampire<br />

Various real-world cultures <strong>and</strong> Hollywood movies treat vampirism<br />

very differently. You can easily change the origins of vampires <strong>to</strong><br />

fit your campaign or simply <strong>to</strong> confuse your players. Here are some<br />

examples of alternative ways <strong>to</strong> become a vampire in your game.<br />

• A black cat (or other traditionally unlucky animal) steps over<br />

an unburied body.<br />

• A vampire feeds from a pregnant woman—the child is born a<br />

vampire.<br />

• A vampire feeds from the same person on three consecutive nights.<br />

• A vampire kills someone by any means.<br />

• A witch or wizard dies violently.<br />

• Moonlight falls on an unburied body.<br />

• A suicide rises as a vampire at the next full moon (the rag man<br />

in Chapter Four: Prestige Classes is built on this traditional<br />

origin s<strong>to</strong>ry).<br />

Additionally, the bite of a vampire could create other creatures under<br />

different circumstances.<br />

• A person killed by a vampire but not fully drained of blood<br />

arises 1d4 days later as a zombie.<br />

• A person drained completely by a vampire but not fed a blood<br />

gift arises 1d4 days later as a ghoul.<br />

• A living person fed a blood gift transforms in<strong>to</strong> a vampire<br />

spawn 1d4 days later. Alternatively, he becomes a blood<br />

puppet (see Chapter Five: Creatures).<br />

Metaphysics<br />

All undead creatures depend on a connection <strong>to</strong> the Negative Energy<br />

Plane for existence, but a vampire’s link <strong>to</strong> this plane is tenuous. Her<br />

heart still “lives” in some occult sense, <strong>and</strong> this attachment <strong>to</strong> the<br />

Material Plane weakens her hold on the negative energy of darkness<br />

<strong>and</strong> the night. Each day at noon, this link <strong>to</strong> the dark plane reaches<br />

its nadir, <strong>and</strong> the vampire scion is <strong>to</strong>rmented by positive energy that<br />

washes over her undead form like liquid fire, causing wounds that<br />

can be repaired only with living blood—the Thirst.<br />

The vampire straddles the planes of material reality <strong>and</strong> negative<br />

energy, not fully a part of either but depending on both <strong>to</strong> survive.<br />

This dual dependence is behind traditional vulnerabilities <strong>to</strong> sunlight,<br />

running water, <strong>and</strong> a stake <strong>to</strong> the heart. Sunlight <strong>and</strong> running water<br />

are conduits of positive energy, <strong>and</strong> contact with either breaks down<br />

the vampire’s already weak attachment <strong>to</strong> the Negative Energy Plane,<br />

allowing the rough forces of the material world <strong>to</strong> wear down her<br />

5

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