Midian: Dark Fantasy Role Playing Game Wiki
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Age:[]

Vampires are weakest when they are first created. This period of weakness lasts for the first 6 months of unlife. These newly created Vampires are referred to as "fledgelings" or "spawn"—alternate terms less frequently used are: "Vampire-spawn," "childe," or "progeny." As a Vampire ages, he or she grows in power as the blood further refines, purifies, & strengthens itself. The Blood Purity rating increases by 0.01% annually, or one full percentile every century—this refining process occurs whether the Vampire is active & hunting nightly, or is locked up in a cozy little pine box for a few centuries. This makes removing a stake from an imprisoned Vampire even more dangerous as it could have grown greatly in strength—and insanity—while so trapped. The following chart shows the attribute modifications for a newly-created fledgeling, and a fully-mature Vampire.

VCC.jpg

These modifiers are cumulative, so after 6 months, a Vampire's Grace is at a total +1 modifier from her original Grace score from when she was alive. It must also be noted that like all Undead, a Vampire's Stamina is zero. As they are Undead, they also lose all life point capacity, however their blood purity rating is added doubly to their maximum hit point capacity.

Blood Purity:[]

Designer's note:[]

Creating a Vampire generally requires more math than what is common in Midian character creation and development. Blood purity involves concepts such as "percent of a percent" and using a percentile as a whole number. If you take it one step at a time and think of blood purity as just another game mechanic—such as hit points or armour class—you'll be doing just fine. The trick is that the "percentage" part of blood purity is just a descriptor, as in "100% pure bloodsucker," and you should simply treat it as just another whole number game mechanic.

Further modifications to the attribute totals are based on the Blood Purity rating. Every full percentile point of the rating adds one to all attribute scores.

Base Blood Purity:[]

A Vampire's blood purity is based on the purity of the creating Vampire's blood, and the care with which he or she is created. A Vampire is about half as pure as his creator. The progenitor can influence the progeny's blood purity with the care that she uses in the creation rite. A Vampire created with great time and care (a three-day process leaving the originating Vampire nearly completely drained of both blood and energy), results in a progeny of greater purity and power than one quickly brought into Undeath as cannon fodder.

There are various rituals that may be employed to learn a particular Vampire's blood purity. This rating is used by many vampiric societies to stratify or discriminate against other Vampires. This is varied by region. Vampires who have been well entrenched in one area such as southeastern Formour or northeastern Byzant might consider a Vampire with a rating of 10% to not be "pure enough," whereas that same Undead may be far more powerful than any others when in a different location.

The percentile rating of blood purity is an arbitrary measurement. This is based on the estimations of elder Vampires who attempted to trace their lineage through lore and legends back to the mythical 'Original Vampire'. There is no foreseeable upper limit, so theoretically a Vampire could have—for example—a blood purity rating of 102%.

Increasing Blood Purity:[]

Blood purity is increased in two ways. The simplest and easiest is by aging. As a Vampire advances in years and centuries, her blood becomes purer and more refined. The second, faster, yet more dangerous, method is by exsanguinating other Vampires. Completely draining (unto death) the blood of the Undead of lesser purity than one's own does increase one's blood purity rating, but not nearly as much as the exsanguination of those with a greater blood purity. The amount gained from Undead of greater blood purity than the draining Vampire's is 1/10th of the departed Vampire; those of lesser purity provide only 1/50th of their rating. That is, a Vampire drains another with a blood purity rating of 12.04%—which is greater than her own of 5%—she would add a tenth of that or +1.204% to her blood purity rating. If she drained a Vampire with a rating of only 3%, she would only gain 1/50th of that or plus 0.06 percent to the rating. The amount gained via age is one-percent of one-percent per annum. In other words, a Vampire's blood purity is increased by 0.01% per year, or one full percentage point per century.

Add in the blood purity rating to all of the Vampire's attributes and (doubled) to maximum hit point capacity, rounded down. For example, a 3.25% blood purity rating would add +3 to all attributes and +6 to maximum hit points. A rating of 8.998% would add +8 & +16, whereas a blood purity below 1% would not have any associated bonuses.

The blood purity rating of a fledgeling has a maximum value of approximately half of the creator's. One pint in a dying or newly dead (within 5—8 minutes) person will reanimate them as a Vampire with 10% of the creator's blood purity. This process is relatively fast & simple, and is used to create weaker "cannon-fodder" Vampires. Taking great care with your fledgelings—carefully draining & refilling them—grants an additional 10%. If the creation process is repeated over time—up to three nights—each night grants a further 10%. This longer, more involved, creation process is physically exhausting to the creating Vampire & inflicts 10 fatigue points each session. A final 10% of the progenitor's blood purity can be gained simply via selectivity &/or patience—if the new spawn is the first childe of the progenitor, or the first within a century. In other words, one-tenth of the creating Vampire's rating is gained for each of these listed events.

Creation Rite:[]

Since blood purity is expressed as a percentage—and determining the initial rating is a percentage of that—the above text may be unclear. The following numeric example should (hopefully) help clarify. Malachai wishes to share eternity with his sister. As he was created by a rather powerful Vampire, Malachai has a blood purity rating of 12%. After draining his sister of blood, he slices open a vein & pours the ichor down her throat—should he stop after only a small amount, her rating would then be one-tenth of his rating (that is, ten percent of his "twelve percent"), or 1.2% blood purity. Ensuring that the sister's body was carefully drained dry and then refilled with vampiric essence would grant her an additional one-tenth—her total now is 2.4% blood purity. Carrying this process throughout the night leaves her 3.6% pure, and two additional nights (the maximum) would grant a blood purity rating of 6%. Since this is Malachai's first progeny, his sister would have an additional one-tenth of his rating, for a grand total of 7.2%. Here's a trick to make the math simpler: bump the decimal (.) from the creator's purity over one digit to the left—in this case 12 becomes 1.2, a 30 becomes 3, 15.4 becomes 1.54, et cetera—the rest is simple addition. Thus, the math for Malachai's conversion of his sister is 1.2 (bumping the decimal from 12.0) for each of: the initial blood, drain-and-refill, each full night, and for being the first created; or:

1.2

+

1.2

+

1.2

+

1.2

+

1.2

+

1.2

=

7.2%

first taste

+

drain/refill

+

all night

+

night two

+

night three

+

first progeny

=

maximum blood purity rating for the new Vampire.




The reason for this variable amount of purity from creation is to allow one Vampire (such as a player character) to be carefully molded into a more powerful creation over time, while still allowing a non-player Vampire tool of the Game Master to wreak havoc by rapidly creating a small army of the Damned in a short time with more easily defeatable opponents.

A suggestion for the character sheet is to list the modified attributes parenthetically after the original; i.e. a 3.6% pure Vampire would list Appearance 11 (14.6), Personality 9 (12.6), etc.

Vampiric Traits:[]

A Vampire inherits two Dark Gifts and two Dark Flaws from his or her progenitor, chosen by the Game Master. Some vampiric traits may act similar to dominant genes, and are always inherited by new Fledgelings—in this manner, lineage may be determined for some Vampire bloodlines; again this is determined by the Game Master as best fits her campaign. Additionally, each Vampire receives 1D4-1 (0 to 3) random Dark Gifts & Flaws; roll separately for each type. By completely exsanguinating another Vampire, there is a one-in-six chance of receiving a random Gift possessed by the one drained, and a one-in-four chance of gaining one of his or her Dark Flaws. Conflicting traits cancel each other out, but some may be combined, such as a Vampire who has the Dark Flaws Inner Flame and Thirst for Warmth may be cold normally, but hot after feeding, or a Vampire with both Dryrot and Hard Skin would have a total +4 armour class and -1 damage reduction as their skin is tough but the inner flesh soft.

Dark Gifts (1D100):[]

01—05

Affinity with animals

06—08

Animal blood-magic: each pint of animal blood drank adds +1 to Strength for 10 minutes, and heals 1D4 hit points

09—13

Aura sight

14—23

Choose any one Dark Gift or Flaw

24—26

Concentrated blood: your blood is twice as powerful, you effectively can hold twice as many pints, and each pint or hit point you use for any mystic effect counts as two

27—32

Control other Vampires: set them to do a single action or task, i.e. "go kill this person;" save vs. mental attack/control with the required number to save equal to half of the controlling Vampire's Personality

33—37

Fully-retractable fangs: even the closest examination (including dental x-rays) would not show them when retracted; they shift completely back into normal teeth

38—41

Hard, stone-like skin: +6 armour class, +3 damage reduction

42—46

Lust for life: plants and other immobile life near this Vampire withers & dies in a few days; on the plus side, your wardrobe won't ever rot

47—51

Mask aura: can hide it completely or alter it—knowledge of auras is needed for any change other than random alteration or obscuration

52—54

Maw: whole mouth filled with sharp pointed teeth; 1D8 damage & malleable jaw; piss-off this one & it will literally bite your head off

55—62

Mesmerize: place mortals in a trance-like state & set them to do a single action or task; this trance-like state is obvious (with a successful Knowledge or Awareness check) to those familiar with it; save vs. mental attack/control with the required number to save equal to one-quarter of the Vampire's Personality

63—65

Normal Human warmth: body is a consistent 98.6° Fahrenheit

66—70

Operative digestive tract: still able to eat & drink food without vomiting; but retains poison resistance; yes, you would still have to go to the bathroom when you use this trait

71—78

Proximity sense: similar to a motion detector or radar, 6 inches per character level; you do not sense fine detail (such as recognizing a face), but you will never bump your shins against the coffee table in the dark or snag your skirt against a low branch

79—83

Remove one Dark Flaw of your choice (once, not a continuous Gift)

84—90

Sense Supernatural Evil

91—96

Supernatural aura—enhanced presence: +3 Grace

97—00

Supernatural aura—rage: +2 to intimidation-type checks when enraged

Dark Flaws (1D100):[]

01—04

Cannot eat or drink at all: instant vomiting results (it seemed like a good idea at the time)

05—07

Cold: this Vampire is nearly as cold as ice; shows up as a dark (cold) spot in thermal vision

08—10

Desiccated, green tint to flesh, corpse-like, -3 Appearance

11—13

Diseased corpse: "Nosferatu" appearance; pale & somewhat rat-like; fangs replace incisors; -12 Appearance, -3 Grace, claws do 1D4 damage

14—16

Dryrot/soft flesh: -2 armour class, -4 damage reduction (can be negative, so that each attack causes additional damage), -3 save vs. fire, you are more easily staked & burnt

17—21

Eyes glow red when angry

22—25

Eyes glow yellow when upset (hunger, fear, hate, etc.)

26—28

Fatalistic, depressed; may write bad poetry—or may not find such to be worth the effort

29—31

Feral appearance: may have sharp features

32—34

Hideous, monstrous appearance: completely inhuman, Appearance is now negative, i.e. 12 is now -12

35—37

Hydroportophobia: fear of running water, refuses to cross streams & rivers at fords, & some won't even cross at a bridge

38—40

Inner flame: The skin of this Vampire is quite warm, about 100—105°, their internal temperature is nearly 500°

41—43

Insanity—bestial: totally animalistic mind; -8 Knowledge, -10 Personality

44—46

Insanity—Dracula complex: acts out every Vampire stereotype (cape, widow's peak, bad accent, cheesy lines, etc.)

47—49

Insanity—god-complex: seeks worshipers & power; may rename himself with an acronym

50—52

Insanity—homicidal: constant misplaced rage & hatred

53—55

Insanity—manic/depressed: (I know, it's "bipolar disorder," fucking relax—it's just a game) the greater emotive capacity of Vampires causes wild, & sometimes violent mood swings; this Vampire will move from aggressively seeking his goals—or violently hunting, to morbid depressions that may lead to crawling under a rock for a few centuries

56—58

Insanity—morbid obsession: grave dirt & cemeteries

59—61

Insanity—psychosis: cannot differentiate ANY emotion from hunger

62—64

Insanity—speciesist: considers Vampires to be a separate (and superior) species; refuses to acknowledge any reference to, or memory of, her mortal life

65—67

Insanity—superhero complex: excessively revel in your new physical abilities, e.g. is just as likely to rip a door off of its hinges as to try the handle

68—70

Insanity—totally deranged: mind snapped, seriously fucked up; usually killed by progenitor

71—73

Mixed blessing: roll additional Dark Gift, then roll one random Dark Flaw & select one Dark Flaw of choice

74—75

Non-retractable fangs

76—77

Old Dog: As in, "you can't teach an…" Your regeneration works on your brain. This means that you cannot learn any new skills (other than vampiric-related ones), nor can you increase existing mundane skills. You also may not increase Common Sense or any mental attributes. You are munchkin nobility if you look at this flaw and say, "I still get to learn 'stupid Vampire tricks,' so what's the downside?"

78—79

Psychic-Vampire: feeds partly on life-essence; cannot subsist on animal or stored blood

80—83

Sacraphobia: fear of holy symbols, typically only what the Vampire followed in life, but may include all common sacred relics & symbols; symbols of the Church of the Light are commonly used to ward off Vampires in Formour

84—87

Sundered personality—separate, totally vampiric personality wars with the "original" or idealised self-image from the Vampire's mortal days

88—91

Supernatural aura—predatory: -4 Personality, +4 on intimidation checks

92—95

Supernatural aura—hunting: feared by animals

96—00

Thirst for warmth: this Vampire is always cool to the touch, even after feeding; victims feel chilled when the Vampire feeds—far beyond what the bloodloss alone should cause

Cautionary Notes:[]

Vampires do have a few weaknesses. Other than their own kind (who kill far more than the sun does), mortal hunters, or sunlight, the following are things that every fledgeling should be taught:

Heart's Blood:[]

Heart's Blood is the term used by Vampires for that last gulp of blood that actually kills the victim. The name derives from the belief that the blood contained in the heart itself is the very last bit drained. Completely draining a victim of all blood, i.e. the Heart's Blood, causes an exhilarating—but exhausting—rush from the resulting death. This causes a -3 penalty to all of the Vampire's rolls on that round and the following round, and causes three fatigue points from the exhaustive nature of the task. For this reason, many Vampires will stop themselves short, and let the victim expire on his own. This applies doubly when exsanguinating another of their own kind—the sweetest & most potent drink is one of your own. It is commonly believed that the Heart's Blood is the last few drops left in the heart, but this is not the case; there are about three pints left in the body after death by exsanguination. These may be gathered by the Vampire if drained quickly, but no Vampire can truly drain a victim dry—a powerful suction device, press, or some other kind of Human-juicer machine would be needed to squeeze the last little bit out.

Staking:[]

Staking is a favoured method of mortal hunters. The traditional method of a short wooden peg to the chest is far overrated. Even without a Vampire's great fortitude, these stakes are not well suited to penetrating the rib cage, and are often far too short to pin the Vampire down. Staking does not kill a Vampire, nor does it mystically bind it. What staking does is physically pin the Vampire down. It is possible to ensorcel a rosewood stake that causes a deathlike paralytic state—for all purposes the Vampire is dead… until the stake is removed. However, rosewood makes for a poor choice of material for an impaling weapon.

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