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The disease known as Vampirism derives from a virus which originated in Pandaemonium.

One of the most notable visual features of Vampires is that they greatly resemble their pre-infection self. However, they have pale, almost grey skin (in Catfolk, their fur becomes paler but retains its general colour, for Lizardfolk their scales do the same). The development of overlong canine teeth and red irises in their eyes is the next most commonly sighted symptom. Many are noted as being almost hypnotically attractive though this is not always the case. It has been confirmed that elderly infected are returned to the absolute pinnacle of their physical ability and youth, but retain the muscle memory and abilities granted by their increased life experiences. Those elderly before their transformation have a notably higher survival rate both during transformation and once completed. 

When well maintained with fresh, daily, stocks of blood the Vampires adapt themselves as members of the ruling elite and enjoy games of political wit. This tends to create chaos for the rarely prepared mortals they use as pawns in their games, and rival nobility who seldom take kindly to new interests spoiling their petty schemes. Generally however Vampires, being individuals infected with a disease rather than a race unto themselves, bear the same cultural traits that they had prior to infection.

Attributes

Upsides
Greatly extended lifespan, double Proficiency on Perception checks, regeneration of 1d4 per round for 1min by drinking blood, Str +2
Downsides
Weakness to Fire, Weakness to Radiant, Bludgeoning damage doubled when wearing metal armour, must consume fresh blood or fresh raw flesh of a sapient being every 24hrs or lose 1 Int every 4hrs, takes 1d4dmg per round during earthquakes, cannot cross running water