The Vampire is an Undead creature who draws their power from dark magics, as well as strengths from their time alive. They have a variety of abilities that deal with alternate forms, luring in prey, transfering blood, and rapidly striking down foes with unnatural strength. Vampires are incredibly powerful, but sacrifice living strengths to obtain it. They may spread their skills across several specialties, depending on the player's combat style, including Medicine, Stealth, Arcana, Insight, Deception, and Intimidation.
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 1 | F1 | Bloodsucker | 5 act | 5 actions. You bite the target next to you, dealing 1d4 damage (bypassing armor). You heal as much HP as damage done. Light Attack vs Fortitude. |
| 2 | F2 | Vampire Physiology | Passive | Passive. If your armor is 3 or less, you gain double its Armor benefit. Being in sunlight deals 1d6 damage to you every minute (or turn). Upgrades:
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| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 3 | A3 | Blood Donor | 5 act | 5 actions. Transfer 1d4 of your own HP to a target within 10 spaces. You can use this ability as often as you wish in battle. Medicine vs Will. |
| 3 | B3 | Blood Sport | 5 act | 5 actions. Transfer 1d4 HP from a target (other than yourself) within 10 spaces to another target (other than yourself) within 10 spaces. You can use this ability as often as you wish in battle. Medicine vs Will. Upgrades:
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| 4 | A4 | Vampirize | Passive | Passive. All of your abilities that involve a transfer of blood can now vampirize your target. When you successfully use one of these abilities, roll 1d4. On a 4, the target becomes diseased, taking 2 damage (bypassing armor) per minute (or turn) until they die. In 24 hours, they will be raised as a vampire. Medicine vs Will. Upgrades:
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| 4 | B4 | Rush Of Blood | Passive | Passive. All of your abilities that involve a transfer of blood cost -2 actions. Medicine vs Will. Upgrades:
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| 5 | A5 | Freeflow | Passive | Passive. All of your abilities that involve a transfer of blood now transfer 1d8 HP instead of 1d4. Medicine vs Will. Upgrades:
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| 5 | B5 | Thin-Blooded | Passive | Passive. All of your abilities that involve a transfer of blood now have a range of 20 spaces. Medicine vs Will. Upgrades:
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| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 3 | D3 | Silver Sight | Passive | Passive. You permanently gain Darkvision. However, your image will not be shown in mirrors. |
| 3 | E3 | Mimic | 3 act | 3 actions. You copy 1 effect that a target you can see currently has and place it on yourself. This will reset the effect's duration for you. Perform vs Will. |
| 4 | D4 | Shift | 6 act | 6 actions. You sacrifice up to 6 of all your Charisma skills. You then gain an equal amount to all your Strength skills (Fortitude is still multiplied). This can also be done vice versa. Lasts 4 turns. |
| 4 | E4 | Charm | 6 act | 6 actions. Charms a target within 5 spaces into doing your bidding for 3 turns. The target cannot be commanded to harm itself. Insight vs Will. Upgrades:
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| 5 | D5 | Children Of The Night | 12 act | 12 actions. Must be nighttime. You summon 2d4 swarms of bats or rats, and 3d6 wolves to fight for you. Bats/rats deal 1d4 damage (bypassing armor) to targets and have 4 HP; wolves deal 2d6 damage to targets and have 12 HP. They last until the end of battle, they die, or you dismiss them for 1 action. Animal Handling vs Will. |
| 5 | E5 | Seduce | 6 act | 6 actions. Turns a hostile target neutral, befriends a neutral target, or seduces a friend. Lasts 10 turns. Persuasion vs Will. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 3 | G3 | Swoop | 3 act | 3 actions. You carry a target next to you and fly up to 7 spaces away. You and your target will stay the same distance from each other during this movement. Acrobatics vs Reflex. |
| 3 | H3 | Ambush | 6 act | 6 actions. You leap up to 5 spaces. If you land next to a target, you may deal 1W damage to them and reduce their Armor by 2 for 3 turns. Stealth vs Detection. Upgrades:
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| 4 | G4 | Silver Skin | 4 act | 4 actions. You enchant your body to become more durable for 3 turns. During this time, you take half damage from Bludgeoning and Slashing attacks, but double damage from Piercing and Magic attacks. Arcana. |
| 4 | H4 | Diamond Skin | 4 act | 4 actions. You enchant your body to become more durable for 3 turns. During this time, you take half damage from Piercing and Magic attacks, but double damage from Bludgeoning and Slashing attacks. Arcana. |
| 5 | G5 | Vanish | 3 act | 3 actions. You vanish from the sight of all enemies, but cannot make any actions. If anyone moves into your spot, you will be discovered. Lasts until called off or discovered. Stealth vs Detection. |
| 5 | H5 | Thief's Mobility | Passive | Passive. Your max Climbing and Swimming speed is equal to your Acrobatics score. Acrobatics. |
| 6 | G6 | Multiattack | Passive | Passive. Being in the presence of garlic reduces your actions by -4 per turn. However, any time you make a successful Basic attack, you may attack again at no action cost. Light Attack vs Fortitude. Upgrades:
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| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 3 | J3 | Bat Form | 5 act | 5 actions. You turn into a bat. In this form, you cannot speak or make attacks, and your Armor and Fortitude become 0, but you gain +7 Reflex and fly 2 spaces per action. Lasts until called off. Arcana. Upgrades:
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| 3 | K3 | Mist Form | 5 act | 5 actions. You transform into mist, taking on all physical properties of water vapor. While in this form, most attacks are useless against you, and you cannot use attacks of your own, but can float 1 space per action. Lasts until called off. Arcana. |
| 3 | L3 | Absorb Power | X | X actions. Attack a target next to you for 1W and steal one of their unused abilities. They cannot use that ability this battle, but you can. This lasts until you use it or the battle ends. Finesse Attack vs Fortitude. |
| 4 | J4 | Trailing Darkness | 9 act | 9 actions. A dark cloud hovers directly over you for 10 turns. During this time, you and anyone anyone within 2 spaces of you are considered Blinded and suffer -10 accuracy if they do not have Darkvision. You cannot cast this again until after a long rest. Arcana. Upgrades:
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| 4 | K4 | Pestilence | 6 act | 6 actions. Infects a target within 6 spaces with a disease. On the next day, this disease will cause excessive coughing and sneezing. The next day, it will evolve into severe influenza, causing muscle pain, headaches, and exhaustion. Over the next few days, it will cause organ shutdown and eventually death. It is highly contagious; roll 1d6 for anyone next to the target during this time, they become infected with a roll of 2 or higher. Medicine vs Fortitude. Upgrades:
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| 4 | L4 | Unholy Renewal | 4 act | 4 actions. You heal for 2d10 + (1/2 your level) HP. You can only use this once a day. Medicine. |
| 5 | J5 | Waking Death | 60 act | 60 actions. You assign a coffin to yourself. While you are within sight of the coffin, you gain +1 Light Attack, Stealth, Deception, and Intimidate. While you are within 5 spaces of the coffin, this bonus is +4 instead. Arcana. |
| 5 | K5 | Antilife | 12 act | 12 actions. You summon a translucent shell that surrounds you and the spaces next to you. No living beings can pass through this shell, but all other matter - including Undead and Constructs - can. This lasts for 7 turns or until you move. Arcana. |
| 5 | L5 | Ring Of Death | 5 act | 5 actions. Deal 1d6 damage (bypassing armor) to all allies and enemies within 4 spaces. You heal 1 HP for everyone affected by this spell. Arcana vs Will. |