Vampire
Work in progress: Vampire is being built toward this design, and current game behavior differs in places.
Vampire is a transformation of appetite, body, social presence, and weakness.
In Play
Vampire is a curse, an appetite, and a social mask.
- Feed to keep blood strong
- Hunt better at night
- Use charm, dread, claws, mist, and blood healing
- Keep hunger from exposing the curse
- Respect sunlight, sanctified ground, invitation, and public suspicion
Progression
Vampires advance through blood mastery, night rites, predatory restraint, and surviving the cost of hunger.
| Threshold | Opens |
|---|---|
| Newly Turned | Feeding, night sight, minor charm |
| Blooded | Claws, mist movement, stronger healing |
| Courtly | Social dominance, fear, invitation tricks |
| Ancient | Deep resilience, blood rites, territory |
| Master Vampire | Legendary night power and terrible hunger |
Core Powers
| Power | Use |
|---|---|
| Feed | Restores blood and creates risk |
| Night Sight | Reads darkness and living heat |
| Charm | Bends living attention socially |
| Dread | Fear and hesitation |
| Mist Step | Short predatory movement |
| Blood Mend | Healing through stored blood |
| Claws | Natural close-range attack |
| Coffin Rest | Recovery through chosen refuge |
Costs
Vampire power has strong constraints:
- Hunger strains long sessions
- Sunlight and sanctified spaces matter
- Feeding creates social and moral exposure
- Public predation raises danger
- Some guild rites and holy effects punish undeath
Exposure
Exposure rises through careless feeding, public predation, holy trespass, sunlit mistakes, and hunger left too long. Night hides the curse. Bad habits teach the world what to hunt.