Vampires


Vampires are perhaps the most disliked people around Dark Gully...even moreso than Minotaurs. Their pale skin and emotionaless eyes make nearly everyone uneasy. This combined with the Vampire's need to feed on warm blood from time to time is more than cause enough for the bad reactions. Some towns will not even allow Vampires to enter...or pass through. Signs will be posted here and there on travels warning that Vampires will be burned and destroyed. Fortunatly for them the center tavern accepts them and their business as they do with all creatures of the Land. Vampires can feel at home there and smirk at the outsiders who enter the tavern, knowing things are quite the opposite.

Vampires in Dark Gully can either be born a Vampire or turned to a Vampire. There is no difference as far as abilities in whether one is born or turned. The only way to know if a Vampire is one or the other is to ask.

The Vampires must feed on warm blood from a living victim once every week or they begin to lose some of their strength. Eventually if they dont find a victim (willing or not) their fatigue will grow so great that it forces the Vampire into a mental daze...making them for the most part, a zombie. During this time they will wander about, attempting to feed on any person they meet during that time. This is why Vampires usually have a "herd" of their own. The herd is the Vampires feeding source, made up of allies and friends...sometimes admirers of their ways and hoping for the offer to be turned themselves.

The chance of being turned if bitten by a Vampire is very slim. Unless the Vampire wishes to turn someone, there is only a one percent chance of the victim accidently contracting their disease. On the other hand, if the Vampire does wish to turn someone, the chance is still the same unless the victim openly admits that they wish to turn.

The abilities of a Vampire include: superhuman strength, a charming ability, empathy with nocturnal animals, and superhuman speed. Despite rumors of shapechanging and immortality, they are not true. There are also rumors about the lands that Vampires need to sleep underground, will burn in sunlight, and have a weakness for holy symbols. None of these are true either, though in sunlight the Vampire does lose practically half their strength and the chance to charm. Once the sun goes down the Vampire is instantly back to full potential, making them mostly seen at night unless for some desperate reason they are needed in the daytime.

Note: Vampires must have a starting Mental Resistance Score of 17 or higher and a starting Appearance Score of 10 or higher.
Note: Vampires gain plus 1 to Strength and Agility when first created.
Note: Vampires can Charm a person with a 30% chance. The person affected will be friendly to the Vampire but is not under their command. This effect lasts 1 night and cannot be attempted in the day.
Note: Vampires lose 5 points of Strength in the daytime. If this causes their Strength score to drop to zero or lower, they fall into a sleep until sunset.
Note: Vampires are the only class that begin with more than 100 points to distribute between their statistics. They begin with 110.
Note: Each new level the Vampire's weakness to sunlight decreases by 1 point of Strength lost. Example: at level 2 the Vampire would only lose 4pts of Strength when out during the day.
Note: Once the Vampire gains enough levels to where he/she loses no Strength when out during the daytime, his/her Strength score will increase by 1 point each new level.

Main Page
Hosted by www.Geocities.ws

1