GameLab / OS-SIX / Gothic Horror / Monsters - Vampires

Vampires

Driven by an eternal hunger that can never be sated, vampires remain the most fascinating and dangerous of all gothic monsters— equally mysterious, seductive, and terrifying. In many ways, vampires are the most human of the undead, which makes them particularly challenging to root out. Some even walk among the living, leading seemingly normal lives after sundown, moving to a new location and changing their identity every few decades to avoid suspicion.

In the remote outlands and derelict graveyards, feral vampires and ghouls are little more than mindless, bloodthirsty beasts. But in the cities, Purebloods pose as nobles and mingle with aristocrats and even royalty, praying on their greed, lust, and vanity.

Vampirism

Both a supernatural disease and a curse, vampirism is transmitted only when a person that has been partially drained of blood (but not fully), drinks the blood of a Pureblood vampire, either willingly, unwillingly, or unintentionally. Only a few drops are needed. Within 48 hours, the infected person will begin the transformation, which takes another 24 hours to complete, turning them into a spawn at dusk on the third day.

Although most people do not wish to be fed upon or turned into spawn, they have been beguiled and therefore have no say in the matter. Some people, however, seek to consort vampires out of fascination or lust for eternal life.

During the transformation, the person becomes incapacitated, feverish, manic, and extremely sensitive to light. They may call out in fear one minute and moan with pleasure the next, stuck in a loop of terror and ecstasy. They may also experience vivid hallucinations, seeing their creator in the room with them, despite no one being there.

Older vampires can also choose to completely drain a target, which kills them and transforms them into a spawn within 24 hours, although this weakens the creator for several days.

The only way to cure a person infected with vampirism is to slay their creator before the transformation concludes. This leaves a 72-hour window only. After that point, even if the creator is slain, the person will remain a vampire.

According to some lore, exceedingly rare arcane relics and spells may possess the power to cure vampirism, but these artifacts are nearly impossible to find. The only other known cures are:

  1. Capture a djin to gain D3 wishes, using one to cure the lycanthropy

  2. Angelic or divine intervention

Vampire Lore

Known by an array of names in different regions, including vampyr, aswang, balbal, muroni, and upiór, among many others, few supernatural creatures have become more ubiquitous in folklore than the vampire. Contrary to the old wives tales, true vampires are unaffected by garlic and most holy symbols. Holy water is only effective as a tool for identifying a potential vampire (it deals D3 damage and causes their skin to sizzle), although it does stall regeneration.

A true vampire can only be permanently destroyed by driving a wooden stake through its black heart and removing its head, but only while the vampire is incapacitated or restrained. Otherwise, attempting to stake an active vampire is pure folly.

Vampires can and will enter a dwelling or other structure without being invited, except on holy or hallowed ground (i.e. a church or shrine that is protected by a benevolent deity).

Similar to other supernatural creatures, the vampire species also has a distinct hierarchy.