Vampirism
A foreword: Vampirism takes many forms, even in Ravenloft, let alone in Dungeons & Dragons. As such, we have devised our own system which encompasses everything in a system that can be implemented in NWN in a way that players whom wish to play tragic or antagonistic characters can engage in the system themselves. As such, it while there are citations to canon parts, these mechanics nor the lore are to be considered definitive anywheres outside of the TOUD server.
Summary
Background
Mechanics
All vampires have the following traits:
- Type changes to undead.
- Healed by negative energy, harmed by positive energy.
- 100% vulnerability to fire damage.
- Ultravision.
- Spot maluses in sunlight.
- Listen maluses in sunlight.
- Able to be turned by a powerful enough priest.
- Feed ability.
This is irrespective of how much they have fed, or not, how high generation they are, or low, and what bloodline they are. Other things you might apply to vampires are likely attached to a specific vampire bloodline, listed below.
A vampire is a creature of the night; while, mindful of players only being able to play at certain times we abstain from applying sun damage to players so they can roleplay during the daytime without being losing half of the available playtime (with the exception of a couple powerful bloodlines where its used to balance greater ability), the daylight is deeply uncomfortable to a vampire and disorients them, and we expect players to roleplay that. Characters that show brazen disregard for this will likely be sanctioned and may lose their character.
The following traits can be roleplayed, but are not given mechanical effect:
- A vampire can eat or drink, but they have to bring up the food eventually.
- A vampire can put on the appearance of life, applying their Disguise and other social skills to pass as living. Magic can also be used to enhance this.
- A vampire can have intercourse, if they expend a considerable amount of blood, it can breed true into a dhampir. For obvious reason we aren't adding mechanics for this. Keep the ERP in the bedrooms with affirmative consent, please (see server rules).
The following special abilities can be roleplayed/used with a full blood pool:
- A vampire can Embrace another vampire into Vampirism. They must spend most of their blood pool to do this, leaving them considerably weakened. A half-vampire can also do this, but it creates a dhampir rather than a full vampire. Mechanically, both players must consent. In character, this does not have to be consenting, but please be responsible adults about this.
- A vampire can feed a living mortal at least half of their blood. If they fail a will check (DC of 20 + vampire's Charisma), they become a "blood doll" - gaining +1 to all abilities but also becoming addicted to that blood and needing further feedings every day to maintain that power. Five missed feedings has the condition lapse, after which they will suffer a -2 malus to all abilities for another five days. After that they are free. There is no mechanical compulsion, but it is expected that a "blood doll" under the boon of the buff is subservient to the vampire - and one feeling withdrawl is desperate and needy, or at the very least having to exert a great effort to control themselves.
Unless their bloodline has specific demands otherwise, vampires cannot cross running water (ie a strong stream), they cast no reflection, and they cast no shadow.
The Embrace & Enveneration
Half-Vampires and Dhampir
Common Traits of most Vampires
Bloodlines
Generation
The "generation" of a vampire is how close to the original progenitor of their bloodline. A vampire "higher up" on this scale has both costs and benefits, as they will express the bloodline's advantages and disadvantages more readily. In practical terms, a vampire with higher generation needs to feed less to gain their blood level, and can maintain it for longer.
This breaks down:
First generation (progenitor) Second generation Third generation Fourth generation Fifth generation Sixth generation Seventh generation Eighth generation Ninth generation
Mechanically, a half-vampire counts as ninth-generation. Without a special Embrace as described above, they can never reach higher.
Diagetically, the concept of generation is understood mostly-accurately understood as a general belief that older vampires are more powerful than 'younger' ones. This is mostly true - exceptions exist. As one example Lyssa von Zarovich became a vampire through a magic alchemical ritual and as such, essentially became the youngest first generation vampire known - not that most know her true nature.
