Vampire

Work in progress: Vampire is being evaluated as a class, and current game behavior differs in places.

Vampire is a transformation of appetite, body, social presence, and weakness.

At A Glance

  • Class type: candidate remort transformation
  • Main traits: Presence, Hunger, Shadow
  • Progression: blood mastery, night rites, predatory restraint
  • Core tools: blood, charm, fear, movement, resilience, feeding
  • Play identity: predation with visible costs

What Makes Vampire Different

Vampire is not a guild with training rooms. It is a curse, an appetite, and a social mask.

SystemDescriptor
HungerPower source and risk
BloodHealing, burst, charm, and feeding economy
NightStronger movement and predation after dark
InvitationSocial and sacred boundaries
ExposureSun, holy places, hunger, and public suspicion

Progression

Vampire progression uses blood mastery and restraint.

ThresholdOpens
Newly TurnedFeeding, night sight, minor charm
BloodedClaws, mist movement, stronger healing
CourtlySocial dominance, fear, invitation tricks
AncientDeep resilience, blood rites, territory
Master VampireLegendary night power and terrible hunger

Core Powers

PowerUse
FeedRestores blood and creates risk
Night SightReads darkness and living heat
CharmPressures living targets socially
DreadFear and hesitation
Mist StepShort predatory movement
Blood MendHealing through stored blood
ClawsNatural close-range attack
Coffin RestRecovery through chosen refuge

Costs

Vampire power has strong constraints:

  • Hunger pressures 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

Beta Test Focus

Helpful feedback from beta testers:

  • Hunger creates drama without constant annoyance
  • Feeding choices matter
  • Night play feels different
  • Costs are clear before danger spikes
  • Vampire earns class status before joining the confirmed roster