|  Vampyres The Book of Sanguine Bindings The Definitive Reference on Vampyres The Origin of Vampyre Furres Lacunas A List of The Thirteen Lacunae Generation Information Automatic Vampyre Disadvantages Utomatic Vampfurre Advantages Optional Vampfurre-Only Advantages NPC Rules Optional Vampfurre-Only Disadvantages |  | -
"The flame of the logs has died to the hidden glow of the coals. You ask me to tell you about the Vampyre furre, or Vampfurre. Very well. Come closer, bring that cushion and sit beside me. Ah, young one. So many questions! -
You ask me why they live in such dreary places. Where the walls are so cold, there is more fear than beauty. That is where the powers of darkness are strongest. Where it is dreary and bleak and cold, that is where the Evil Ways of the Dark Primes may be accomplished. -
The sun is the Dragon's eye; that gaze destroys a Vampfurre. Colors, love, and beauty, all these will weaken a true Vampfurre. They shun Syndira's color, sneer at Jujinka's love, and cringe at Danival's `beauty.' These things will sway the balance in the favor of good, keeping the Dark Primes at bay..." | The Origin of Vampyre Furres The following is common knowledge throughout Kasuria. Drakorians and Olde World furres may learn it through IC interaction but must begin the game without this knowledge. Bleakness, hatred, and ugliness, as decided by the common Furre, all these make evil stronger. The garden's bright flowers, the tavern's good cheer, the chapel's sweeping architecture, all these are anathema to evil. Most of all, no thing consecrated with a Vinca in plain sight can be entered by a Vampfurre. (There are other such symbols, and one of them is the magically empowered Unholy Sign that is inscribed upon the door of the place where Mirmoggin is imprisoned: the Vault of Dread.) |  | Long ago, thirteen followers of the Dark Prime Mirmoggin sought to set him free. They were wizards, dark priests and priestesses, kings, queens, emperors and empresses. They called themselves the Coven. The magicks required enormous blood sacrifices: they filled a room chin deep in the blood of furres, and by floating in this while it was still warm, and chanting, they came to dream of the Vault of Dread. Their chanting would have shattered the Unholy Sigil had it not attracted the attention of Aristaya, the Prime whose domain is Dreams. She could not approach the Unholy Sigil herself, so she awakened Beekin, the smallest of all the Primes. | It is Beekin's power to whisper in the ears of all, no matter how far away they are. She told Beekin to alert the Dark Primes. And so the Little Dragon did. The Dark Primes were very surprised, then enraged. They sent Suffrith, Lady of Disasters, to deal with the mortals. She came in the form of a beautiful lady furre, a pure white fox, with milky sharp teeth and sparkling ruby eyes. To stop them from setting Mirmoggin free, she inflicted the Hunger upon them: the overpowering craving for blood. Then, as they began to drink the blood in which they were swimming, she tore slowly tore out a piece of each of their souls. Mirmoggin himself heard their screams. With power that he had been hoarding since before the invention of time itself, he bestowed strange abilities upon his followers. He ordered them never to reveal their true nature to any not in their power, and this order he laid upon them in the form of a Geas: a supernatural compulsion. All true Vampfurres, to this day, desire to keep their true nature secret.
The following information on this page is *not* ICly known to your character unless they are a Vampfurre of Generation 3, 4 or 5, or have acquired a Vampire Lore skill during play.To be eligible to learn information about Vampfurres and acquire Vampire Lore skill, you must a) have a Player Character teacher who knows the information, b) buy the Skill for 3 experience points, and c) be Cool 3. The natural IC consequence of exhibiting knowledge of Vampfurre habits, abilities, weaknesses, etc. is being hunted for it and, most likely, killed.
Lacunas At the moment of their change, all Vampfurres feel the pain of the tearing-out of a portion of their souls, and the ecstasy of newfound power. Their aura is marked by at least one black spot, their Lacuna. This makes them incapable of some normal furre feeling. The feeling will be, at best, a faint faint memory, and they can never again regain what they have lost. Some say that the Primes can grant that which makes them whole, but the oldest texts say that only the scent of the Dragon Him/Herself can do this. It is no light matter. There are thirteen Lacunas, each named for the first Furre to bear it. Each is associated with a Dark Prime. It is really only Vampfurre Hunters who speak in terms of Lacunas: the Vampfurres themselves have a tendency to deny the Lacunas even exist. But those who are granted the ability to see Auras (via a Mage spell or by True Sight (3 Point Advantage!!!)) will see the Lacuna as a very dark hole, a very large obvious blight of the aura. (There *are* other ways by which one can acquire a Lacuna, so it is not proof of Vampfurric nature.) - At Cool 2 or 3, a Lacuna can be bought-off for 15 experience points. As a rule of thumb, it takes at least 90 real-life days to play through a plot explaining how the Lacuna is overcome, before the furre is free of it.
- At Cool 1 or below, take a Lacuna if you want your character to feel "authentic" to Furcadia but you're by no means bound to play it out in any way, and you can ditch it if you don't like it.
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Kuyorra, The False Glory (Taglinn Tigh): A lack of regard for the right to live free from fear makes this a subtle evil. The furre takes pleasure in bullying others. They will make their lair into as frightening a place as they *can*. The furre lives in constant fear for their own existence. -
Nuava, The Unseen Hand (Tallus): The furre has an inability to understand the concept of personal possessions of others, but wants to own things. This may manifest itself as kleptomania. Stealing from individuals brings a kind of thrill that stealing from the community (for example, shoplifting or bank robbery) does not yield. -
Tauthmyarr, The Nihilism (Greydark): The furre has an irrational urge to destroy. It can be as small as throwing a plate to the ground, or they can be driven to destroy buildings, burn down forests, etc. There is nothing breakable that is unbroken, in the lair of one afflicted by Tauthmyarr's Lacuna. -
Ghislok, The Loneliness (Drossifer): The furre is incapable of normal emotional bonding with others. They are incapable of love, romantic or otherwise. They can not trust or love others. They will occasionally feel possessive of others (so long as they are useful and cooperative), but the slightest sign of independence is perceived as betrayal. Yet the furre is cursed to crave company and possibly romantic companionship. -
Svinlok, The Emptiness (Suffrith): The furre lacks the ability to derive gratification from normal sensory stimulation. Food, art, sex, and so forth, bring no pleasure. The furre can only find unusual physical stimulation pleasurable, such as beating their head against a wall, taking euphoric drugs, getting drunk, or even something bizarre like staring into a candle flame. -
Sharok, The Fury (Telcodar): This Lacuna is the furre's utter lack of self-control. They act upon impulse, attacking at the slightest provocation. All their wrath is magnified a thousand times stronger. Those with Sharok's Lacuna usually live alone. -
Kriorn, The Blindness (Peristane): Other people are seen as inferiors, to be used and enslaved, or superiors, because they can hurt and destroy the furre. This is an inability to treat others as equals. The furre is not content to limit this to opinions; they must go out and make others their thralls, or else live in torment, feeling that *they* are no better than slaves. -
Gozmeron, The Cruelty (Lokira): Very simply, the furre wants to cause others pain, physical and emotional both. The sight of another in torment brings pleasure. This is like an addiction: if the furre has not done so, they will be at a minus to all their abilities, and they will be quite irritable. -
Shatugar, The Untrust (Chatengo): The furre has no sense of obligation. Furthermore, they are compelled to break any promise they make, and openly mock any promise made unto them. Smells that are foul to normal furres actually smell *good* to those with this Lacuna, and normally delicious smells are repulsive. The furre has no honor, and enjoys breaking local taboos and generally being a deviant. -
Aburralon, The Weeping (Nareeth): The sight of others happy is painful to the furre. They can not drive the awareness that all things come to an end, from their minds. Their own happiness is shortlived, followed by an even greater backlash of depression. -
Heng, The Inimicality (Erigon): Life is intrinsically hateful. The furre enjoys the feeling of power gained from ending a life. The sight of dying brings a joy that other emotions cannot match. This furre lacks the ability to value any existence other than their own. -
Willathar, The Double Tongue (Dyarr): A compulsion to lie, and a lack of regard for accuracy or truth. Being a compulsive liar will not give one a Lacuna. In compulsive lying, the liar often doesn't remember having told the lie. With the Lacuna, the liar is very aware of the lie, and remembers it. With the Lacuna of Double Tongue, the furre feels gratification, almost like physical pleasure, when they lie. -
Tamanannu, The Flesh Hunger (Mirmoggin): This is an addiction, not merely to blood, as is standard with Vampfurres, but also to fresh furre flesh. They require a pound of flesh at least, per week. Generation Information The Coven, those thirteen original Vampfurres, are the First Generation. (Their IC life and times were prehistoric.) Their Vampfurric Progeny, the Second Generation, settled in towns (not unlike those of the "Biblical" era). Characters of higher generation are weaker and younger than those of lower generation. Characters with no character sheet are automatically Generation 7 or higher/weaker. 7th Generation Vampfurres are generally less than 200 years old. They are a new phenomenon: they lack the Voices of the Damned abilities. This has alienated many of them from Generations 2-5, who often hold the "puling babes" in contempt. Most Vampfurres leave no successors. It only takes one foolish slip to alert those who hate and destroy the Undead. Most fledgeling Vampfurres don't even last a year past their Embrace. A few manage to produce 1 surviving Progeny. A very rare few will manage 2 or even 3. If you did buy the "Generation" advantage in Character Generation, you must buy the "Progeny" Advantage with experience points before your character can ICly Embrace another.) Vampfurres in one's lineage are referred to as one's Progenitors. At the 10th Generation, Mirmoggin's "Dark Gift" can no longer be passed on. 10th Generation Vampfurres are "sterile". It is worth noting that neither Wyrmmes nor Bugges can be Vampyres or Minions. In the year 915, the Coven established a secret underground citadel at Modesty, in Desdemond (Kasuria). Here, protected by enchantments to cause the place's existence to slip from the minds of all non- Vampfurres, exists the fabled Library of Puru-Shottem. It is here that scribes still keep records of Vampfurre lineages. They use the archaic and obsolete prefix "Ek'" (ekazaad, "protected by") in their Longnames. Automatic Vampyre Disadvantages (Mandatory at Cool 2 and above) (Ah, you didn't think that simply being inhuman was enough, did you?) -
Confused by the Vinca Sigil (Cannot be "bought off") Upon sighting it, the Vampfurre can approach no closer, and must stare at it, endlessly tracing its lines. [NOTE: In online Furcadia, this occurs should a Vampfurre come upon a Vinca placed as a full tile on the ground by the gamemaster(s). IC, placing a Vinca sigil is an NPC ritual requiring one Mage from each Elemental College and one mage of the College of Essence. The ritual lasts a period of five days and nights. Once it is placed, the sigil glows slightly and does not fade. A Vinca Sigil can only be disrupted and destroyed with the ritual sacrifice, of an innocent adult sentient, to a Dark Prime. This ritual spell is known only to NPC Masters of the School of Dark Bindings, and it takes six hours to cast it. Vinca Sigils are not portable, and they give the surrounding area a +1 to its Alignment.]
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Phobia of crowds (Can be bought off with 10 experience points) A young Vampfurre can only tolerate the presence of up to 5 others within sight. The sight of a mob causes irrational fear. (While in the presence of more than 5 people, the furre must perform all rolls for use of ability at a -4 penalty. If playing without dice, this Disadvantage simply reduces the vampire to a state of bumbling incompetence.) -
Upsetting to Animals. (Cannot be bought off.) Cannot ride Ostrixes or Raptors; they will bristle and scream at the sight of this character. -
Severely burned by Sunlight (Cannot be bought off.) Exposure of fifteen seconds is enough to send the Vampfurre unto true death. -
Paralyzed by Day During daylight hour (can be bought off for 5 experience points) the character is paralyzed, trapped with eyes closed in a state of unconscious terror resembling a coma. Begins at sunrise, and ends at sunset. Vampfurres do *not* sleep. No rest for the wicked, indeed. -
Any 1 Lacuna (player's choice) (can be bought off for 15 experience points) Regardless of the Vampyre's willpower, they cannot go against their Lacuna. This part of them is forever destroyed, and to try to conceal or overcome it is simply not possible. They can not be talked out of their irrational state, and must either go to great lengths to rationalize it unto themselves or angrily attack that which is causes them to question it. Automatic Vampfurre Advantages (Mandatory at Cool 2 or above) -
Longlived (*) Will not die of disease; will age extremely slowly. If you can find a willing player-character furre who is an Alchemist who knows the Anagathica potion, then you may appear to be very young. Otherwise, Vampyres do show signs of aging, eventually, it is just very, very, very, slow. Slow metabolism (*) Will not die of suffocation. Vampfurres do need to breathe, but much much less than a normal furre. Without oxygen, they turn bluish and can last an hour, but after that, they pass out until once again exposed to air. Thus, a Vampfurre who is buried alive will be unconscious indefinitely, and can be revived. -
Heal from Death (*) If reduced to negative hit points, the vampfurre is still not dead, but will not heal without fresh blood. If their body is beheaded or cremated, they face True Death, however. -
Voices of the Damned (*) Each true Vampfurre traces their origins back to one of the thirteen Lineages. These are mystical vocal sounds that can only be made by Vampfurres, that only Vampfurres can hear. Vampfurres of higher than 6th Generation can neither hear nor produce Voices! Greeting Rattle- Upon hearing this, each Vampfurre present must answer in kind to the best of their ability. (They do not get a choice.) Warning Hiss- This conveys the Vampfurre's Generation, (how many Vampfurres it took to pass the Embrace to that Vampfurre). Because Low Generation is an Advantage that must be bought with experience points outside of the three paid to be a Vampfurre in the first place, all characters not officially registered within their Continuity default to being Generation 7 or higher. Threat Growl- More serious than a Warning Hiss. All Vampfurres of weaker (higher) Generation will back away instinctively (thus losing one round of action) unless they are allies. Mortals present will feel a physical chill and be frightened and confused (also losing one round of action). Unlike Vampfurres, the mortals will not know the source. This cannot be "targetted" at an individual; it's "broadcast" to the area. As usual, Demifane of all varieties are immune. Wierding Howl- No matter where they are, your Progenitor and all of your Progeny have an instant sense of where you are, and should try to come to your aid instantly. Note that if you move or are moved, they will still only have a sense of where you *were*, not where you *are.*
Bleeding, Drinking Blood and Being Drunk FromVampfurres need blood-- a LOT of it. The typical Vampfurre feeds for at least a cup full, enough to make the typical furre dizzy and even pass out. They tend to be serial killers. They tend to be slavers who keep captives in some secret underground hideout. Throughout the known world, they are not heroic, they are the villains, favored by the Dark Primes for their ruthless cruelty and violence. They are hated worldwide, and with very good reason: There has never been a case of a Vampfurre who used their powers for good.The only Vampfurres with a chance to be different are those characters run by players.
The craving for blood afflicts the Vampfurrre much like a heroin addiction. It will override their good sense, their respect for others, their love or affection for others, and their willpower. The normal furre wouldn't dream of giving this "gift" to anyone they liked, not any more than they would wish a heroin addiction on them. In the world of the Dragonlands, a Vampfurre is far more likely to transform their enemy than their lover!
When the Vampfurre is hungry, they will do anything to get blood. If they get hungry enough, they will run around like a rabid animal at night, incapable of using weapons, killing the first large creature they see in order to gorge on its blood. That's going to be an ostrix or a furre-- more likely a furre because the ostrix can sense the Vampfurre coming, can wake up and, given provocation, will kick a furre across the room.
Biting a sleeping victim wakes them up. Victims usually struggle, and most Vampfurres do not possess super speed, super strength, etc. Make no mistake-- the existence of a Vampfurre is normally a brutal affair, with large doses of violence and lies.
Blood MechanicsEvery mortal Furre or Wyrmme is assumed to have six units of blood. Blood refreshes at a rate of one per RL week. They can lose up to one unit a week and still be fine.
If they lose a second blood unit, they pass out and may die. If they survive, they are very weak when they wake up, and can't walk or perform strenuous activity for three RL days.
If a mortal ever loses a third unit of blood, they die. If the mortal takes a Wound when they have lost two units of blood, they also die.
Feeding on Blood In the official world of the Dragonlands, drinking blood is exactly that. One furre bleeds, and the other furre drinks it. The fangs of a Vampyre Furre have hollow tubes in them and small holes near the tips. If the Vampfurre is trying to be careful, then on a roll of 13 or less on 2d10, they do more than just break the skin; they sink in and leave real damage (1 Wound). Those with Vampire Lore skill can tell this bite apart from other kinds of bites. The Reservoir Every Vampfurre has a kind of reservoir for blood that holds up to five units of blood. These tick away at a rate of one per two RL week. If that ever gets to a mere 1 unit, the Vampfurre abandons all reason to drink blood.
"The Abyss" Should their Reservoir ever get to 0, a strange thing happens. First, the Vampfurre goes unconscious. Then, they have an incoherent vision of a vast and frightening realm. The Vampfurre's mind is strangely calm and unaffected by hunger at this time, and they have all their normal memories. In the vision, a frightening apparition appears to them (it's different for different Vampfurres), and offers them continued existence, in exchange for an oath of fealty to a Dark Prime. That price is one random Lacuna (random die roll, performed by a Gamemaster. The Vampfurre cannot get the same one twice, so if it is one they already possess, roll again until it is a new one.).
If the Vampfurre agrees to the Lacuna, they instantly awaken, completely healed, with six units of blood. They do not remember what they saw in the Abyss, except that it was a frightening place, ruled over by a terrifying and powerful being. Mostly they are left with a distinct mood or feeling, like waking froom a nightmare. They do remember that they pledged loyalty to a Dark Prime, but can only discern which one when they discover their new Lacuna.
If the Vampfurre refuses, however, then they meet true death. Their Essence is dissolved forever; they do not go on to an afterlife of any kind.
Voluntary Bleeding Most furres could injure themselves to draw a few droplets of blood to sign their name, but fewer can take a knife and cut their arm or hand to fill a glass. If someone does this, they are left with a Wound and they give up one unit of Blood. Cutting yourself is DANGEROUS.
Now they must make a check to staunch the bleeding. If they do not have the Medicine/First Aid skill, they must roll under 13 on 2d10. If they fail, they lose a second unit of Blood. They can try again to stop the bleeding after that. If they lose a third unit of Blood, they die.
If they or someone helping them has Medical skill, the roll is 17 or less. Magical healing succeeds on a roll of 18 or less. The bleeding is stopped but neither Medical skill nor Magical healing restores the lost units of blood.
Optional Vampfurre-Only Advantages | These aren't included in the Vampfurres package automatically, but a Vampfurre can purchse them *separately*, for additional points. * Generation 2 (NPC ONLY) >These are Vampfurres created by the original Coven members. All of the Coven would know this furre by name. At any given time, there will only be 2 for each of the 13 Coven members. They typically have 1-2 Progeny (who possess the Advantage `Generation 3') and 5-15 Minions. This character probably received instruction (in skills, in combat, or in an Evil Way) from their Progenitor. This character would be between the ages of 5000 and 6000. Generation 2 Vampfurres are built with 8 Hobbies, 7 Apprentice\ skills, 6 JourneyFurre skills, 4 Professional skills which *must* be NON-COMBAT abilities, and two Professional skills that are, one a melee weapon/style and the other, missile. * Generation 3 (This character is normally an NPC and remains "offstage" of the Continuity, but at the GM's option, a Vampfurre of this level may be introduced as a plot device, under shared player and GM control. It is usually present as an "antagonist", a "bad guy", thus, it MUST be Cool 3. In exchange for special consideration, this character is, from the OOC standpoint, assumed destroyable.) : Character is the Progeny of the Progeny of the Coven. This Advantage automatically includes "license" for 1 Progeny (who must buy the Advantage Generation 4) and 1 Minion. Only one member of the Coven, the lineage's Progenitor, is likely to know this character by name. Upon learning their Progenitor, they might be granted a measure of respect from the Coven. At GM's option, their Progeny can be NPC's (See NPC rules below). This character should be between the ages of 4000 and 4999. To help reflect their age, they receive 7 Hobbies, 6 Apprentice skills, 5 JourneyFurre skills, 3 Professional skills, all of which *must* be NON-COMBAT abilities, and 2 Professional skills which may be combat abilities. * Generation 4 (-2 Points): During their existence, this character has probably only spoken to one member of the Coven, most likely their own Progenitor. They may have had some teaching from various members of the 2nd Generation. This Advantage automatically incluces "license" for 1 Progeny (who must buy the Advantage Generation 5). At your option, this Progeny can be an NPC. Your character should be between the ages of 2000 and 3999. To help reflect your age, you receive 6 Hobbies, 5 Apprentice skills, 4 JourneyFurre skill, and 2 Professional Skills, which *must* be NON-COMBAT abilities. * Generation 5 (-1 Point): Your Progeny will still possess the Voices of the Damned abilities. (They must purchase the Advantage Generation 6.) This Advantage automatically includes 1 Minion. Your Progeny may not be NPC's. Your character should be between the ages of 1000 and 1999. To help reflect this, you receive 5 Hobbies, 4 Apprentice skills, 3 Journeyfurre skills, and 1 1 Professional skill, all of which *must* be NON-COMBAT abilities, and 1 Professional Skill which may be a combat ability. * Generation 6 (Free upon completing official character generation!): Your Progeny may not be NPC's. Your character can be up to 999 years old. Like Generations 1-5, you are capable of Voices of the Damned abilities. You receive 4 Hobbies, 3 Apprentice skills, 2 JourneyFurre skills, 1 Professional skills, all of which *must* be NON-COMBAT abilities. * Regeneration (-1 Point: Vampfurres Only. May be bought with 5 experience points later): This is the ability to regrow a limb or sensory organ, which the various forms of Healing cannot do. Normally, if a Vampfurre loses a limb or sensory organ such as an eye, it will *not* grow back. The ability is not instantaneous: For each pound of flesh and bone that is missing, it requires 1 real-life week of healing. * Minion (-1 Per Minion: Vampfurres Only.): A Minion is a servitor, like Dracula's Renfield. Minions who share their master's taste for flesh are referred to as "Ghouls", but not all Minions have this craving. This Advantage allows the player to invent an NPC (see Progeny rules below for regulations on NPC's). A player-character Minion gained during Roleplay is free. To become a Minion, a furre drinks a cup of their Regnant's blood on three separate nights. The Minion is Enthralled by the Vampfurre, will follow an order as long as it does not obviously endanger their own life. Player-Character Minions may acquire a Lacuna in exchange for an Evil Way, but their power remains only as long as they keep drinking a cup of their Regnant's Blood once each month. Note that keeping a Minion alive is time-consuming and the typical Vampfurre can not spare this much blood. Minions live beyond normal lifespan so long as they keep drinking Vampfurre blood there are even Hunter Minions, who use their Evil Ways to prey upon Vampfurres the way Vampfurres prey upon mortals! (This can be bought with experience points) * Progeny (-1 Per Player Character Progeny: Vampfurres of Generation 6 or lower Only) This is for Progeny beyond those automatically awarded as part of a Lower Generation Advantage. NOTE: If you are Embraced ICly, your character sheet must be done all over again. Progeny pay only 1 points for being a Vampfurre *PLUS* the cost of being one Generation higher than their Sire. | The Evil Ways (Vampyre Furre Powers) These powers are learned in strange rituals, originally granted by the Dark Primes. A Vampfurre gets one Evil Way free. Additional Evil Ways may be bought with EITHER 10 Experience Points OR an additional Lacuna. Learning a new Evil Way requires a Player Character teacher who already possesses that Evil Way. Evil Ways do not work upon Demifane. *Poppytongue This gives the Vampfurre the ability to numb an area by licking it. If this is done, a bite to that region is painless. This ability can be used to bring a day's relief from pain of an injury. By spending a unit of blood, the Vampfurre can also lick one Wound away. This does not erase the evidence- there will be smooth whitish scars amidst the fur. *Mindslip The Vampfurre is not remembered by those they have met, unless a specific ritual is performed. The ritual requires a drop of the Vampfurre's blood to be smeared on the eyelids of both of the rememberer's eyelids. The Vampfurre will also be remembered if the victim is reminded by something at a time that they see Furre blood. (In a modern setting: Photography, and other mechanical means will record the Vampfurre just as normal. When the spell is broken, the victim is very aware that something wierd had happened. *The Long Sleep The Vampfurre feeds a generous spoonful of their blood to a mortal victim. When the victim next sleeps, they seem to die in their sleep. After four hours, their eyes open and they are dimly aware of their surroundings but they are paralyzed. After eight hours they will be back to normal-- and in need of air. If they are in a buried coffin, they have ten minutes of breathing before they suffocate to death. *Ghostpaw At will, the Vampfurre can walk or run leaving neither prints nor scent. They can pick items up and leave neither prints nor scent. This power is thwarted by moving across live green plants: their scent will remain, and leaves will be bent, crushed, or broken. *Addictive Venom The fangs of this Vampfurre are mystically enhanced so that their saliva carries an addictive substance. When they bite their victim, the initial pain is followed by euphoric pleasure so long as the vampire's fangs are still in their flesh. The victim is not aware of anything except that pleasure, and will forget everything that happened up to an hour before being bitten. The bite requires the same die roll to avoid causing real damage as usual, and there will be two fangmarks afterwards. *Demonwings In about five minutes, the furre grows a set of batlike wings on their back. They can carry their own weight, though not fast, while in flight. They move as fast as a running Ostrix in flight. It also takes about five minutes to banish the wings. This takes just a little concentration, and if this is interrupted by the presence of combat (or similar distraction), the process of growing or ungrowing the wings must begin again. *Soulsear The Vampfurre drinks a cup of the victim's blood, and the victim temporarily acquires the Lacuna of the Vampfurre's choice for three nights. After this, they return to normal, as if nothing was amiss. Only one Lacuna can be inflicted at a time, but this can be done repeatedly, and even from a distance. *Mistform NPC ONLY! This does not permit the Vampfurre to pass through cracks, rather, it ONLY makes them immune to injury from blades, bludgeons, missile weapons, and falling damage. Being Mistform does not let the vampfurre occupy the same space as walls/furniture/etc. The Vampfurre appears to be a colorless fog version of themself. A Vampfurre can assume or recover from Mistform in five minutes, during which time, they must concentrate a bit. If this is interrupted by the presence of combat or similar altercation, they must begin again. While in Mistform, they can only be harmed by a mystical artifact.
(NOTE: Mystical Artifacts are not acquired during Character Generation, but are part of the Continuity and are given out by GM-run NPCs.) The effectiveness of mystically enhanced weapons can only be enforced if the Vampfurre and attacker are OOCly members of the same Guild. Clarification: not *all* magical etc. weapons work on a Vampfurre in Mistform, but those that are THE relics or artifacts of their Continuity *do* work, especially if they are consecrated to "Good".) We Just Say No... The following are powers inappropriate to the Dragonlands Continuity.
Shift_Planes(*) This power implies the existence of other worlds but the Dragonlands is very much a "closed" continuity. Players are not allowed to invent other dimensions, or to claim a connection between the worlds of Furcadia and any other place.
Teleportation (*) This power has been found to cause major trouble by seriously violating the fairness of a multiplayer online game of this power level. *
Wingless_Flight (*) This power is inappropriate to the Dragonlands because it feels like Superheroes.
Invisibility (*) Real-life privacy is far to sensitive to justify its use IC.
Bodiless (*) This power includes all phenomena such as being soul locked in a tiny amulet or being a ghost. Turning into misty (possessed by some Vampfurres) is the closest thing.
Super-high Tech (*) That means androids, cyborgs, supercomputers, FTL space ships, and so on.
Prime/DarkPrime (*) This category includes anything like a "god". Prime and Dark Prime characters appear briefly, out and about on Furcadia as staff-controlled NPCs. We ask that you not claim to be a Prime or Dark Prime out on the main maps because it's confusing. However, in a Continuity within a Dream, you are welcome to do so. :)
Half PrimeThroughout early canon Dragonlands history, there were instances of the Primes having children with mortal furres. The children are invariably a result of mystical visitation such as, having a vision of Dahlsea and then eating a magical cake that appeared. There are also Half Primes of Dark Prime origin, where the Dark Prime impersonated a mortal. Like Generation 2 and 1 Vampfurres, the Half Primes considered too powerful to be player characters. They may be brought on for brief appearances as GM-controlled NPC characters.
Quarter Prime (*) This is an obsolete term, as the Quarter Prime concept was dropped from the canon in 2002. It has been replaced by Psions, whose strange abilities are the result of the blood of the Primes introduced long ago, before the Dragon forbade interference into Mortal affairs.
FACTION: The Covenant Vampfurres take pride in having been selected for immortality. However, they are not necessarily proud of their original Progenitor, and they consider the identity of their Lineage personal, or secret. Most members of a lineage share the same Lacuna, so, having one's lineage known is a liability.
The Coven, and their traditional epithets, are as follows: Kuyorra the Terrifying, Nuava the Taker, Tauthmyarr the Destroyer, Ghislok the Alone, Svinlok the Hollow, Sharok the Unbound, Kriorn the Master, Gozmeron the Cruel, Shatugar the Betrayer, Aburralon the Sorrowful, Heng the Enemy, Willathry the Cunning, Tamanannu the Eater of Flesh
All Vampfurres capable of Voices of the Damned (Generation 5 or less) are eligible for membership in "The Covenant". Vampfurre conduct is overseen by this organization. Its rules (which are also referred to as "The Covenant") are said to have been created by the original Coven. [OOC PLOT-DEVICE RULE: For the sake of preserving the Continuity, Covenant Vampfurres may not teach the special Evil Ways to Vampfurres who have not officially committed to joining the Covenant.]
Here are the rules of The Covenant: 1. "We protect the secrets of all Vampfurres." Each time a Vampfurres is captured, there is a significant chance that the captors torture the captive into revealing all they know about Vampfurres. Any mortal, other than a Minion, who learns of vampires must be killed. This rule normally needs no enforcement because Vampfurres so seldom break it. Vampfurres gaining legitimate power such as becoming mayor of a village is forbidden, because it risks exposure. Vampfurres face deadly and potent opposition by Mages and Demifane, and severe prejudice from mortals. If a Vampfurre is revealed for what they are, don't just expect angry mobs with pitchforks and torches- also expect a noble to send an experienced cadre of Mages well-equipped to track and destroy the Undead!
2. "Mortal rulers do not rule us. We are responsible only unto others of the Covenant." The Covenant is not bent on ruling the mortal world. However, it does want to rule all other Vampfurres, as a matter of self-preservation.
3. "Mortal laws do not bind us. We encourage mortals to follow them because it is convenient." The Lacunae make it very unlikely that a Vampfurre will ever lead a normal life. Leading a band of thugs or otherwise organizing crime is punishable by execution because it leads to the use of mortals as weapons against other Vampfurres. Leading a band of Vampfurres is acceptable.
4. "Mortal ways degrade us; we do not follow them." The Covenant does not promote or act to enforce biologically-related mortal customs such birthdays, marriage, inheritance by children, etc. If a Vampfurre is destroyed, his/her estates and/or effects become the property of his/her Progenitor. Traditionally, Progenitors divide this up amongst the deceased's Vampfurre Progeny, but not always.
5. "The property of one Vampfurre is not to be harmed by another." Elder Vampfurres concern themselves with regulating and recording Territories. Everything within a Vampfurre's Territory except for other Vampfurres is considered their property. That includes game, livestock, mortal furres, and their own Progeny. Vampfurres do not normally slay mortals out of hand because Mages and Psions possess abilities to locate bodies of victims, to view a murder-scene with clairvoyance, to track a murderer, and so forth. Some Vampfurres interfere in mortal lives on the grounds that these are their rightful property but in the Covenant, secrecy is always considered the most important rule.
6. "Progeny must be made known to the Covenant, and taught these rules." A member of the Covenant can call on assistance from the Covenant to keep control of their own Progeny.
Politics Within the Coven There really isn't much infighting and intrigue. The Covenant is based on keeping the peace by keeping out of each other's fur. There are too many enemies for the Covenant to be plagued with dissent from within. Those Vampfurres who broke with the Covenant did not last long. Ultimately, their attitude is that survival of Vampfurres always justifies the means, no matter how horrific they may seem to outsiders.
Punishment is meted out with medieval insensitivity and harshness. A Vampfurre caught breaking a Covenant rule seldom gets a trial and often gets a death sentence. Because of this, there are many Vampfurres who choose to have nothing to do with the Covenant. So long as they keep quiet and hidden, the Covenant leaves them alone.
The Covenant is ruled by the Council, ancient Vampfurres who each maintain a household of Vampfurre guards, assassins, spies, mages, soldiers, messengers, and entertainers. As well as being frighteningly competent, the Coven's Council are longtime friends with one another.
SPECIAL EVIL WAY: "*Safe Haven"
This rare Evil Way is only available or known to members of the Covenant. For an investment of 3 experience points (may be from either the Vampfurre doing the ritual or from the owner of the Haven), an area can be inscribed with the Unholy Sign. This gives the location an Alignment (-2 to all Light characters, -1 to all neutrals, and 0 to all Dark characters), and prevents the humiliating paralysis of Day Terror for all within.SPECIAL EVIL WAY: "*Primal Youth"
The blood of this Vampfurre restores youth to the aged mortal, making them seem to be age 21. By drinking one unit of this Vampfurre's blood, the mortal is changed. After the drink, they will age normally again. FACTION: The Redeemers  Originating in ancient Grreece in the Olde World, the "Order of Redeemers" is a very ancient group. It's more of a philosophy or cult than an organization, with no headquarters or central leadership. Their symbol is an owl with its legs chained to the ground, which they sometimes get as a hidden tattoo. The Redeemers do not talk about their Order's strange Ways, so even other Vampfurres would not know about them.
The Redeemers believe that whether an action should be considered 'good' or 'evil' is solely dependent on the good and the evil that it does to people. Theft hurts their ability to survive by hindering their ability to cooperate, so theft is 'evil'. Murder is even worse, and is considered the theft of someone else's life.
Preying upon mortals is viewed as natural as mosquito bites or kiwis eating worms. The Lacunae, however, are hateful, and they work hard to overcome them. The goal of the Redeemer is to be somebody that society would deem worthy of a long life, and to use one's powers responsibly, for a common good that includes both mortals and Vampfurres.
The Redeemers and the Covenant have never gotten along. The Redeemers believe far too strongly in a right to self-determination for all sentient beings, a right to accuracy, and a right to live in peace without fear. The Covenant hates the Redeemers for their practice of betraying other Vampfurres who do not live in harmony with mortals.
SPECIAL WAY: Heavenly Silence Rumored to have come from Patrilius instead of from a Dark Prime, this ritual can only be acquired by being taught by a Redeemer (and paying 10 Experience Points). This frees Vampfurres from their obligation to respond to the Voices of the Damned. It also makes them immune to the Threat Growl.
SPECIAL WAY: Stone of Grace Bizarre as it sounds, when a Redeemer feels they have lived long enough, they can seek out a Vampfurre with this ability, and have their Essence transferred into a stone. True Sight will show this as an unusual aura around it. This ability is said to have been a gift from Ahroth. The stone must weigh about twenty pounds. Once transferred, their Essence is locked there forever. "Becoming one with a Stone of Grace" is like entering a pleasant and dreamless sleep. This is known because it is possible to communicate with these ex-Vampfurres. There is a Redeemer legend that someday, should the mortal world be destroyed, the spirits bound in the Stones of Grace will be set free to do good in the next world. If the stone is shattered, however, the Essence is irrevocably lost. (This ritual can only be acquired by being taught by a Redeemer (and paying 10 Experience Points). Stones of Grace may be kept in places of peace, such as shrines or the cellar of an abbey, or an obscure mountain cave. Some are annointed and cared for with superstitious respect. Others find their way into quite mundane situations-- buried in some farmer's field, or locked in a trunk in an attic.
SPECIAL WAY: Stonewhispering Said to be a gift from the Prime Beekin, this is the Way needed to converse with a Stone of Grace. The Essence of a Vampfurre will be awakened from its reverie and can speak (for up to half an hour a day) with the Stonewhisperer. (This ritual can only be acquired by being taught by a Redeemer (and paying 10 Experience Points).
SPECIAL WAY: Lucid Nightmares "In your sleep, you are not just the dreamer, you are the dream as well. To triumph here is to gain power over yourself." Although they can not escape the Day Terror's nightmares, members of the Redeemers learn another trick: to retain consciousness while dreaming. They walk amidst their worst fears, calling up fresh images at will as well. The Redeemer's nights are still a trial, but they often awaken with a sense of having somehow conquered their dark natures. After mastering this Way, the Vampfurre is no longer subject to loss of control at one blood unit.(This ritual can only be acquired by being taught by a Redeemer (and paying 5 Experience Points).
[OOC PLOT-DEVICE RULE: For the sake of preserving the Continuity, Redeemer Vampfurres may not teach their special Ways to Vampfurres who have not officially committed to joining the Redeemers.] It's generally acceptable to invent Non-played characters (NPC's) to fit your character's background as long as they are completely ordinary Furres. For example, you can't invent an NPC Mage to heal you of wounds you received. Doing so is unfair to player characters of that kind of character. In Roleplaying (as opposed to Persona Play), once you begin playing the character, the NPC's don't show up as characters unless you purchased them with Advantage Points. NPC's are not permitted to fight for you. Don't generate characters for them, as this would violate the rule that your alts may not interact. NPC Progeny exist "offstage", purely for background and ongoing story purposes. They are considered Cool 1. NPC Progeny therefore do not have character sheets. They may have Disadvantages, but the only Advantages they ever possess are"Vampfurre" and being one generation higher than your character. If it becomes absolutely necessary to know what their statistics are like, they are Average (10). If you want you can "flesh them out" and give them some background by giving them skills. They may take 1 JourneyFurre skill and 1 Professional skill which are combat-related, plus those skills they receive for their Generation. |  |