Vampires


Well, Vampires are pretty cool. Here are some tables for Vampires I guess. Look, I'm not good at these introduction things.

The Vampiric Archetypes

The Vampire's archetype informs their powers, and their disposition, how they approach Unlife, their problems, their Vice.

1 - The Lord
2 - The Debaucher
3 - The Impersonator
4 - The Knight
5 - The Arcane
6 - The Black Captain
7 - The Beast
8 - The Shapeless
9 - The Druid
10 - The Thin
11 - The Grave
12 - The Corpse

The Lord:
The classic vampire, brooding, powerful, dominating, proud.
The Debaucher:
She meets you in the parlours, in the salons. She catches your eyes every time, and she always leads the proceedings by example. Eventually you catch her eyes, and she catches your neck.
The Impersonator:
You would never know that it was them. They are slightly pale, but they've just had a period of sickness, its only natural. There wasn't anything off about them was there?
The Knight:
She bears ancient arms and armours, wields them with impeccable skill from centuries of honing and slaughter. A laugh rises from her throat like oil from a well.
The Arcane:
They are thin and gaunt and lifeless, all the energy has left them, and gone into the Great Work. They work the subtle art like a dancer, a musician, elegant and masterful. You will not be able to appreciate it for long. Savour it while you can.
The Black Captain:
He comes riding the black horse, dark and imperious. He raises a hand, darkness seeps from him like water, and the hordes of the dead stalk forth from it.
The Beast:
Vampires have no humanity left, only a pretense and an ego. The Beast has shed even these.
The Shapeless:
This one has left behind everything, even its old shape, it twists and contorts; the powers of the Vampire have granted this one its desires, perfect power over itself.
The Druid:
What is the self but a temporary state between fruit and fallow? The Druid recognises that dust we are, to dust we must return. It is a priest of the earth, an agent of its desires, a witness to the strength of the Great Mother.
The Thin:
Withered and dry, this one lurks on the edges, takes what it can when it can. Barely above an animal. Eyes like a predator. Like a murderer.
The Grave:
Lie rotting and stinking in the earth. Feed worms. Give nothing, take nothing. Master of silence. The only thing that is sacred when you're dead is peace.
The Corpse:
There are no pretenses among the dead. You know what you are, why pretend to be any different? As the living surround themselves with the living, so the dead surround themselves with the dead.

The Vampire's Lair

Lords, Debauchers, and Impersonators roll with disadvantage. Beasts, Shapeless, and Druids roll with disadvantage. 

1 - A Dark and Dead Castle, dry and dust and stone, the ghost of opulence yet lingering.
2 - A Rotting and Ruined Tower, a crooked and broken finger accusing the sky.
3 - A Dilapidated Manor, slowly sinking beneath the weight of years.
4 - Among Society, in the last place you'd expect, or perhaps dare to look.
5 - A high and lonely Mountain Lodge, kept company only by the howls on the wind.
6 - Hidden in Plain Sight; really? It was them? All along?
7 - A grand and echoing Museum/Gallery, figments and fragments of secret pasts.
8 - The deep reaches of the Sewers, keeping the muck and filth at bay as best as they can.
9 - A Graveyard, quiet and empty save for the stone markers of things long since passed.
10 - An incalculably Ancient Temple, they may even remember it being pulled from the earth.
11 - A vast and empty Megalithic Hall, they trace the old paintings with something like fondness.
12 - The depths of the Dungeon, sequestered between devices of pain and the jail cells.
13 - Amongst the hooks and drains of a Slaughterhouse, reclining between remnants of death.
14 - In the secret and hidden chambers of a Pyramid, walking amongst the memories of rituals
15 - The Tunnels beneath the Moor, lurk between roots, huddle beneath stones.
16 - A Sepulcher and the Crypts beneath it, winding and coiling, homes for corpses.
17 - A Cave System, down into the earth like cancer, cysts of stone, veins of rivers.
18 - A Dark Forest, dark boughs, dark roots, dark earth, dark growth, dark beasts.
19 - In the Roots of Trees, hidden halls and archways, drink the sap from the follicles.
20 - Beneath the surface of a Stagnant Lake, stinking and grimy, slick with mud.

The Vampire's Powers

Vampires begin life with only 1 power, but gain 1 more when they break free of their creator's control (or they start with two if they did not begin under the control of another vampire). They gain 1 HD and an additional power every 100 years.
The following lists are suggestions, and having one or two powers outside of the "normal" domains won't break anything really.

Lords should split their rolls between Physical and Mental Powers.
Debauchers should split their rolls between Mental and Sorcerous Powers
Impersonators should split their rolls between Transformation and Mental Powers.
Knights should split their rolls between Physical and Transformation Powers.
Arcane vampires should split their rolls between Sorcerous and Necromantic Powers.
Black Captains should split their rolls between Physical and Necromantic Powers.
Beasts should split their rolls between Transformation and Elemental Powers.
Shapeless vampires should split their rolls between Transformation and Sorcerous Powers.
Druids should split their rolls between Sorcerous and Elemental Powers.
Thin vampires should split their rolls between Necromantic and Elemental Powers.
Grave vampires should split their rolls between Elemental and Physical Powers.
Corpses should split their rolls between Mental and Necromantic Powers.

Physical
1 - Impossible Strength
2 - Impossible Speed
3 - Near Invulnerability
4 - Regeneration
5 - Impossible Skill At Arms
6 - Life-Vision
7 - Spider Climb
8 - Venom
9 - Echolocation
10 - Swallow Whole

Impossible Strength:
The Vampire has advantage on all strength checks, a +4 bonus to attack and damage rolls using strength, and it deals d12 damage with its unarmed strikes.
Impossible Speed:
The Vampire can gain the effects of Haste without using an action, but no more than once per hour. This ability is not a spell.
Near Invulnerability:
The Vampire gains bonus Hit Die equal to half its normal Hit Die, and it gains a +2 bonus to AC.
Regeneration:
The Vampire regains 2d4 Hit Points at the start of each of its turns. This does not happen if the Vampire is exposed to any of its weaknesses, regardless of severity.
Impossible Skill At Arms:
The Vampire gains a +4 bonus to attack and damage rolls using weapons, and it gains two additional reactions each turn, which it can use to backstep 5 feet when an enemy moves within 5 feet of it (without triggering attacks of opportunity) and to parry enemy blows (adding +4 to its AC for that single attack). It can only use these benefits whilst wielding a weapon.
Life-Vision:
The Vampire can see all creatures in its line of sight, regardless of (non-magical) obstructions.
Spider Climb:
The Vampire can gain the effects of Spider Climb without using an action, at will. This ability is not a magic spell.
Venom:
Rather than dealing necrotic damage when using its bite attack, the Vampire deals poison damage, and poisons the target, which additionally loses d6 Hit Points each turn it is poisoned.
Echolocation:
The Vampire gains +10 to its passive perception if the creature moving makes any noise at all, but suffers -5 to its passive perception if it is totally silent instead. It also knows the precise location of anything it can hear, even if it is invisible, or otherwise hidden.
Swallow Whole:
When a creature is hit by the Vampire's bite attack, it must make a Strength saving throw or be swallowed whole, suffering 3d10 necrotic damage each turn it remains so. It can attempt to escape as if grappled on its turn.

Sorcerous
1 - The Evil Eye
2 - Dance Macabre
3 - Shadow Transposition
4 - Mirror Transposition
5 - Statue Animation
6 - Portrait Magics
7 - Flight
8 - Invisibility
9 - Hexes
10 - VooDoo Dolls

The Evil Eye:
If the Vampire wishes, each creature that meets its gaze directly is afflicted with a curse, as if by Bestow Curse.
Dance Macabre:
As an action, the Vampire can cast Otto's Irresistible Dance on creatures whose total Hit Die don't exceed the Vampires own.
Shadow Transposition
As part of its movement, the Vampire can magically teleport between any area of darkness without using any movement that it can see (bearing in mind that Vampires can see in total darkness).
Mirror Transposition
As part of its movement, the Vampire can magically teleport between two points, as long as it is touching a mirror at the start and end of the teleportation. There is no limit to the distance the Vampire can travel with this power, as long as it is aware of the locations of both Mirrors.
Statue Magics
As a ritual, the Vampire can magically become aware of anything that it could perceive if it was standing in the place of any statue in its domain. As an action, it can also cause any statue in its domain to animate, as a 3HD creature.
Portrait Magics
As a ritual, the Vampire can magically become aware of anything that can be seen by any eyes depicted in Paintings in its domain, or it can speak through any mouths depicted in paintings in its domain. The contents of any Paintings are also decided by the Vampire's whims.
Flight
The Vampire gains a Flying Speed equal to its movement speed.
Invisibility
As an action the Vampire can magically become Invisible. It can use this ability for a total of 10 minutes each day.
Hexes
As a ritual, the Vampire can cast Bestow Curse, Hex, or Bane on any creature it is aware of, with no limit on range, as long as it possess a part of the creature's body, or an item of significant personal history.
VooDoo Dolls
Over the course of a day, the Vampire can create a VooDoo Doll of a creature it is aware of, as long as it possess a part of the creature's body, or an item of significant personal history. Any injury that the Vampire causes to the doll is felt (but not replicated) by the Victim's body, and the victim must make a Constitution Save or be stunned by the pain. Any injury that would result in serious bodily harm (such as the removal of a limb or vital organ) incapacitates the victim until they pass a Constitution Save on their turn.

Necromantic

1 - Blood Control
2 - Corpse Control
3 - Call Souls
4 - Blood-Limbs
5 - Bone Beast
6 - Control Bone
7 - Cause Disease
8 - Unknit Flesh
9 - Blasphemous Speech
10 - Banshee Scream

Blood Control:
The Vampire can manipulate small amounts of Blood it can see as if by Telekinesis, without using an action. It can also use an action to attempt to manipulate larger bodies of Blood as if using the spell Control Water targeting the Blood. The Vampire can also target the Blood within a living creature to attempt to control them as if with Dominate Person, if the creature fails a Constitution saving throw, rather than the save the spell normally requires.
Corpse Control:
The Vampire can animate corpses under its control as an action. It can animate and control a total number of Hit Dice of undead equal to double its own with this ability, with no single undead having a number of HD greater than the Vampire's Charisma Modifier. To manifest particularly powerful undead, there must be corpses of a creature that was particularly powerful in life.
Call Souls:
The Vampire can manifest angry souls as incorporeal undead under its control as an action. It can manifest and control a number of Hit Dice of undead equal to its own with this ability, with no single undead having a number of HD greater than the Vampire's Charisma Modifier. To manifest particularly powerful incorporeal, undead there must be some resident restless spirit for the Vampire to manipulate, rather than the general haze of wandering spirits it normally calls upon.
Blood-Limbs:
If there is Blood that the Vampire can see, it can manifest the Blood as a necromantic extension of itself, roiling semi-solid material forming additional crimson limbs and armour. The Vampire gains a pool of temporary Hit Points that it can fill from the Blood. The maximum of this pool is equal to half the Vampire's normal maximum hit points. As a bonus action it can add up to 10 Temporary Hit Points worth of Blood to its Blood-Limbs pool. It can use an action to add any number of Temporary Hit Points worth of Blood to its Blood-Limbs pool. For every 10 temporary hit points in its Blood-Limbs pool, the Vampire increases its AC by 1, and it gains an additional Claw Attack that deals half damage. It should be assumed that any pool of Blood can provide Hit Points equal to the damage that was dealt to the original owner of the Blood to cause it to shed that blood.
Bone Beast:
As a ritual, the Vampire can animate the Bones of a creature, or group of creatures into a Bone-Beast, with Hit Die equal to the total Hit Die of the creatures whose Bones constitute the Bone Beast. The Vampire can create a Bone Beast with Hit Die equal to a maximum of two thirds its own, rounded down.
Control Bone:
The Vampire can animate bones to create undead skeletons under its control as an action. It can animate and control a total number of Hit Dice of undead equal to double its own with this ability, with no single undead having a number of HD greater than the Vampire's Charisma Modifier. To manifest particularly powerful undead, there must be the bones of a creature that was particularly powerful in life. The Vampire can also attempt to control the Bones within a living creature, treating that creature's Hit Die as part of the pool of Hit Die the Vampire can control with this ability. If the target fails a Constitution Saving Throw, it is treated as being under the effects of a Dominate Person spell.
Cause Disease:
The Vampire can cast Contagion a number of times per day equal to its Constitution modifier.
Unknit Flesh:
As an action, the Vampire can attempt to unknit the flesh of another creature. The Vampire and the Target make a contested Constitution check. If the Vampire bests the target, the target suffers 3d10 damage as their flesh is warped and torn, and it is stunned for a number of turns equal to the number of dice that showed 5 or more. If the Target is victorious, the Vampire takes d10 psychic damage from the strain of losing.
Blasphemous Speech:
As an action, the Vampire can cast Unholy Word a number of times per day equal to its Charisma modifier.
Banshee Scream:
As an action, the Vampire can unleash a Banshee Scream. Any creature that can hear the scream, and that is within 60 feet of the Vampire must make a Constitution Saving Throw. Any creature more than 30 feet from the Vampire has advantage on the Saving Throw. A creature that fails and that has less Hit Points than the Vampire has Hit Die, is instantly slain. Other creatures that fail, and creatures that succeed and have less Hit Points than the Vampire has Hit Die, have their Hit Points halved. Other creatures that succeed the Saving Throw take 1 damage.

Mentalism

1 - Domination
2 - Minions of the Night
3 - Sow Mistrust
4 - Uncanny Whispers
5 - Utter Silence
6 - Cause Terror
7 - Blood Frenzy
8 - Induce Despair
9 - Nightmare Manifestation
10 - Moonlight Illusions

Domination:
The Vampire can cast Dominate Person on any creature with Hit Die equal to or less than its own. Creatures with 1 Hit Dice are allowed no save against this ability. A creature that succeeds on the Saving Throw against this ability cannot be affected by it any more.
Minions of the Night:
As an action, the Vampire calls upon the Nocturnal creatures that inhabit its domain to serve their lord and Master. In d4 turns, a Swarm each of Bats, Rats, and Gnats arrive to serve the Vampire.
Sow Mistrust:
As a ritual, the Vampire can attempt to sow discord and thoughts of betrayal amongst a group of creatures with total Hit Die equal to or less than the Vampire's own Hit Die that it has seen within the last 24 hours. Each creature must make a Wisdom Saving throw, and each creature that fails will now no longer fully trust their allies. At a minimum, affected creatures will refuse all beneficial spells and actions from their team-mates; attempting saving throws against spells cast on them, gaining no benefits from Help actions, etc. This effect lasts until the Vampire rests.
Uncanny Whispers:
As part of its action, the Vampire can cast Dissonant Whispers against a creature that can hear it within 10 feet. If it attacks a creature, it can only target that creature with this ability that turn. 
Utter Silence:
At will, the Vampire can cause an area of 100 feet around it to become supernaturally silent, as if affected by a Silence spell. Other sounds from a further 100 feet away are muffled and subdued, and can only be heard from half as far away as normal.
Cause Terror:
As an action, the Vampire can attempt to cause a living creature to become deathly afraid of the Vampire. The target must make a Wisdom Saving Throw, becoming frightened of the Vampire on a failure for as long as it can see the Vampire.
Blood Frenzy:
As an action, the Vampire can attempt to create a boiling storm of fury within a living creature. The target must make a Wisdom Saving Throw, or become so enraged that it must attempt to slay all creatures that it can see, to the best of its abilities. Each time that it takes damage whilst affected by this ability, it can attempt the Saving Throw again, ending the effect on a success.
Induce Despair:
As an action, the Vampire can drain the spirits of those nearby. All creatures within 30 feet of the Vampire must make a Wisdom Saving Throw. Creatures that fail and have less Hit Points than the Vampire has Hit Dice are incapacitated for 1 hour. Other creatures that fail are affected as if by a Slow spell. None of the effects of this ability are magical. Creatures that succeed on their Saving Throw against this ability cannot be affected by it again.
Nightmare Manifestation:
The Vampire can cast Phantasmal Force against any creature it can see. If the Vampire knows the Creature's darkest fear, it can instead cast Phantasmal Killer. It can only cast Phantasmal Killer once per day with this ability.
Moonlight Illusions:
As a ritual, the Vampire can cast Hallucinatory Terrain on any or all parts of its domain as it wishes. It can only use this ability, and the effects of this ability only manifest, on nights when there is visible moonlight.

Elementalism

1 - Decay Iron
2 - Entomb
3 - Ice Affinity
4 - Darkness Control
5 - Withering Touch
6 - Aging Touch
7 - Control Weather
8 - Control Flame
9 - Liquid Night
10 - Control Water

Decay Iron
As an action, the Vampire can destroy a number of pounds of iron with a touch equal to their Hit Dice.
Entomb
As an action, the Vampire can force a creature it has grappled down into the earth, 2 feet down below the surface. It takes 10 rounds worth of digging to unearth the creature again, though using proper tools increases the effective "rounds" of digging a creature does each turn to d4, though rolls of 4 also deal that much damage to the entombed creature.
Ice Affinity
The Vampire is immune to Cold Damage if it wasn't already, suffers no penalties for trying the move on ice nor for trying to see in blizzard conditions. It also gains an effective burrow speed equal to half of its movement speed that it can only use to move through ice.
Darkness Control
Without using an action, the Vampire can effectively cause any light source to dim to the brightness of a candle, or increase in brightness as much as it wishes, by increasing or decreasing the darkness in the area. It can manipulate the shape of darkness in any way it wishes too, even if such a formation should be impossible.
Withering Touch
The Vampire can cast Blight with a range of touch and number of times per day equal to its Constitution modifier.
Aging Touch
As an action, the Vampire can age a creature it touches. The target must make a Constitution Saving Throw, aging d4 years on a success, and by 3d4 years on a failure. The target's Strength, Dexterity, and Constitution scores also take temporary damage equal to the number of dice it was aged by from the system shock.
Control Weather
The Vampire can cast Control Weather and Call Lightning as rituals.
Control Flame
The Vampire can cast Pyrotechnics and Investiture of Flame a number of times per day equal to its constitution modifier, and Firestorm once per day. It also knows the Control Flame cantrip.
Command the Earth
The Vampire can cast Earth Tremor and Move Earth a number of times per day equal to its constitution modifier, and Firestorm once per dayIt also knows the Mold Earth cantrip.
Control Water
The Vampire can cast Control Water and Wall of Water a number of times per day equal to its constitution modifier, and Firestorm once per dayIt also knows the Shape Water cantrip.

Transformation

1 - Misty Form
2 - Demonic Form
3 - Animal Form
4 - Dust Form
5 - Swarm Form
6 - Perfect Disguise
7 - Stone Form
8 - Ethereal Form
9 - Shadow Form
10 - Unwholesome Plants

Misty Form
The Vampire can assume a Gaseous Form as an action, as per the effects of the spell of the same name.
Demonic Form
The Vampire can assume the form of a Demons or Devils as an action, with the limit that the Demon Form can have a number of Hit Die equal to or less than the Vampire's own. Any damage dealt to the Demon Form also carries over to the Vampire.
Animal Form
The Vampire can cast Polymorph on itself a number of times per day equal to its Constitution modifier.
Dust Form
When reduced to 0 Hit Points, the Vampire dissolves into dust, and blows away on an ethereal wind. It can then act as normal, though it only exists ethereally, with a number of hit points equal to its Hit Dice. The Vampire can only reform its Physical Body whilst resting within its coffin. If reduced to 0 Hit Points while in Dust Form, it is slain permanently regardless of the presence of Deadly Weaknesses.
Swarm Form
As an action, the Vampire can assume the form of a Swarm of Insects, replacing its stats with the Swarms, except for mental statistics and magical abilities. It can do this a number of times per day equal to its Constitution Modifier.
Perfect Disguise
The Vampire can cast Disguise Self on itself at will. The DC to discern the Illusion or to dispel it, or even to detect it magically, is equal to the Vampires's Hit Die, or its Intelligence score, whichever is higher.
Stone Form
The Vampire can cast Flesh to Stone and Passwall on itself at will.
Ethereal Form
Once per day, the Vampire can cast Etherealness.
Shadow Form
At will, the Vampire can become a shadow, becoming virtually invisible in the darkness. None of its statistics change whilst in Shadow Form.
Unwholesome Plants
The Vampire can animate plants under its control as an action. It can animate and control a total number of Hit Dice of plant-creatures equal to double its own with this ability, with no single creature having a number of HD greater than the Vampire's Charisma Modifier. To manifest particularly powerful plant-creature, there must be particularly large and potentially magically charged plants to be animated.

Weaknesses

Vampires have 4 Weaknesses. Each Weakness has a severity, from Weakened to Deadly. One of the Weaknesses must be Deadly severity. When you roll each Weakness, roll a d4 to determine the Weakness's severity. Weaknesses 1 to 5 roll the d4 for severity with disadvantage. Weaknesses 16 to 20 roll the d4 for severity with advantage.

Severity
1 - Weakened
2 - Repelled
3 - Immobilised
4 - Deadly

Weaknesses
1 - White Lilies
2 - Tears of True Love/Grief
3 - Social Rules
4 - Disorder
5 - Mirrors
6 - Holy Items
7 - Living Wood
8 - Diseased Blood
9 - Copper
10 - Coffin Nails
11 - Bone of Virgins
12 - Rope from a Hanging
13 - Antivenoms
14 - Ink
15 - Blessed Water
16 - Sunlight
17 - Salted Flames
18 - Silver
19 - Flint
20 - Lightning

The Vampire's Vice

Each Vampire has a vice, or maybe more than one. This they cannot resist.

1 - Food
2 - Art
3 - Pride
4 - Violence
5 - Sex
6 - Themselves
7 - Drugs
8 - Drink
9 - Pampering
10 - Pain
11 - Gambling
12 - Hunting
13 - Sloth
14 - Riches
15 - Beauty
16 - Envy
17 - Dark Knowledge
18 - Sowing Betrayal
19 - Betrayal
20 - Contest

The Tell-Tale Sign

This is that tiny crack in each Vampire's facade, the physical flaw that betrays them. Some of these can be hidden, or avoided. But the Vampire can never remove the Tell-Tale sign, and they must always be diligent of it, or risk their nature becoming known. 

1 - Pale and dry skin, supernaturally so.
2 - They can't quite hide the look of hunger.
3 - Their irises are a terrible shade of red.
4 - They blister and blight at the touch of copper.
5 - They cast no shadows, or reflections.
6 - Cats and other such 'elegant' animals hate them.
7 - Water freezes in their presence.
8 - It is always cloudy near them, storms are especially terrible near them.
9 - Grave-stones crack at their passing.
10 - Glass and reflective surfaces frost over near them.
11 - Condensation forms constantly on the eyes of statues and paintings near them.
12 - Rats are abhorrently large and aggressive in the Vampire's domain.
13 - The Vampire's foot-prints are taloned and animalistic.
14 - Holy Symbols tarnish and dirty at their passing.
15 - Smoke coils into demonic and leering faces in their presence.
16 - Food rots and spoils in seconds in their presence.
17 - Wood dries and creaks and weakens at their passing.
18 - Living plants desiccate and wither at the Vampire's passing.
19 - The Vampire cannot touch silver.
20 - Water will not stick to the Vampire, nor soak into its clothes.

Minions

The Vampire has a set of minions for every 3 full Hit Die it has.

1 - Miserable Men (3d8)
2 - Twisted Beasts (2d6)
3 - Swarms of Nocturnal Beasts (2d6)
4 - Swarms of Insects (2d6)
5 - Zombies (5d6)
6 - Skellingtons (5d6)
7 - Spawn Vampires (d6)
8 - "Built-Men" (d6)
9 - Ratfolk (3d6)
10 - Minor Demons (d4)
11 - Lamenters (d6)
12 - Bound Spirits (2d4)
13 - Gaunts (d4)
14 - Blood-Wraiths (d4)
15 - Raven-Knights (d4)
16 - Sycophants (3d8)
17 - The Brain-Washed and Broken (4d10)
18 - Shades (2d6)
19 - Ghoules (3d6)
20 - A Necromancer

Weirdo Minions

Built Men - Your classic flesh-golem/frankenstein monster. Hideously strong for a creature with the form of man, but lacking self-actualisation, they just follow orders and are easily subducted by the Vampire's dominating presence.

Lamenters - The dead who still have too much life to live when they die, and freed from mortality, find that their old desires and ambitions pale in the face of eternity. Apathetic and unconnected, some will enter the company of a Vampire to seek new heights of depravity and a break from monotony, for a time at least.

Gaunts - Elves cannot die, this much we know. Dead Elves however, can be turned undead, and Gaunts are what they become. They are yet more alien than those most inhuman peoples, and they are just so much more than us humans, they can't help but take the air we breath, drain the liquids from our eyes, steal the skin from our flesh, pull the the teeth from our mouths. They don't even really try to. It just happens.

Blood-Wraiths - Some truly desperate Vampires seek battles like hyenas seek lions; they are looking for easy meals just being left around. Such vast quantities of blood seeping down into the ground inevitably come into contact with the ancient dead, and wandering spirits of the earth; they fuse and merge, and from these places of incredible slaughter rise Blood-Wraiths. They are easily controlled by Vampires, lacking all sense of self as they do, even the presence and unconscious thoughts of the Vampire is pressure enough to assert control over them. They become crimson mirrors of their host-lord, wandering as the Vampires thoughts wander, reflecting its deeds in and as red shadows.

Raven-Knights
These are Vampire-Spawn of a sort, though only the most dishonorable warriors end up as Raven-Knights. The cowardice and hate in life is twisted into black fury and supernatural calm under the Vampire's curse. To the Raven-Knight, this is ecstasy. They are suddenly powerful and masterless, nearly. They pledge loyalty to the Vampire, because that is what they feel like they should do, they serve because they know this is right, and the way they will earn what the Vampire has given them. This is of course, all the mental prodding of the Vampire Master. They stoke the black coals in the Raven-Knight's soul, whilst also silently, without any tell-tale signs, tying the chains of dependency in the Raven-Knight's mind.

Super-Duper Weirdo Variant

So, Vampires drink blood right?
Well, you know what blood is? THATS RIGHT, ONE OF THE FOUR HUMOURS. Some vampires devour the other humours. Heres which ones drink which:

Sanguine
1 - The Lord
2 - The Debaucher
3 - The Impersonator
They are the classic Vampire, social and hedonistic at times, introverted at others, but always supremely self-assured. They have affinity with air, and heat, which they crave. Time has little meaning for them, convinced as they are that the world does actually revolve around them, and they don't put much effort into remembering things, assured that what is important will "stick". Sanguine Vampires drink the blood from your veins, gulping it down even as it spills from their mouths and coats their chins and chests.

Choleric
4 - The Knight
5 - The Arcane
6 - The Black Captain
The thing that drives Choleric vampires more than than anything else, is the allure of mastery, over themselves, magic, others, it matters little as long as there are none who can surpass them. They have affinity with fire, and are plagued by mood-swings. Choleric Vampires drink a strange pale liquid from their victims, who often survive the experience, but will invariably be struck down by terrible sicknesses before the month is up.

Phlegmatic
7 - The Beast
8 - The Shapeless
9 - The Druid
They are selfless (as far as Vampires can be), such that they give up what they are, or serve things other than themselves. They have affinity with water, and apathy. They care deeply for nothing (save their vice) and are quiet, and ever so slightly curious. Phlegmatic Vampires drink in the vapours from your lungs, steal the very breath from your mouths.

Melancholic
10 - The Thin
11 - The Grave
12 - The Corpse
They are dead on the inside. They have affinity with the earth, the cold. Obsessed with tragedy and perfection (of a sort) they will frequently forget their pasts. Melancholic Vampires drink the bile from your body, and if the shock of their feeding (they are the least careful and elegant of all vampires after all) then you will die shortly after, as poisons build up in your body, and the very food you eat corrupts you.

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Cafe Prost and the Little Red Notebook

The Jackalope is here, and requires a SACRIFICE. Anne requested the following gift: The Coffee House - Cafe Prost! It is well known i...

This the gud stuph right hear