Fang and Fury - Guidebook to Vampires.pdf
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 />
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