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Part I: VAMPIRE Law of the Kindred THE FIRST TRADITION: MASQUERADE Do not reveal your true nature to those not of the Blood. Doing so forfeits you your claim to the Blood. THE SECOND TRADITION: PROGENY Sire another at the peril of both yourself and your progeny. If you create a childe, the weight is your own to bear. THE THIRD TRADITION: AMARANTH You are forbidden from devouring the heartsblood of your Kindred. If you violate this commandment, the Beast calls to your own Blood. Mechanical shit Blood Potency(10cp per rank, up to Level/2 ranks) A vampire has a max Vitae pool of up to 10+Blood Potency+Con mod. Vitae is spent to fuel vampiric abilities, to heal, to establish blood bonds, and to create Ghouls (blood addicted mortals with enhanced abilities), among other things. The maximum vitae you can spend in one turn is equal to BP+Con modifier. Vitae is acquired through feeding off of animals, mortals, or other vampires, though the later is frowned upon heavily. When a vampire begins to feed, or a vampire at less than 40% vitae senses blood, they must make a will save or enter a berserk state known as a feeding frenzy. This frenzy can be voluntarily left if above 60%, but requires exceptional will to leave otherwise. Optional Vampire Feats:

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Part I: VAMPIRELaw of the KindredTHE FIRST TRADITION: MASQUERADEDo not reveal your true nature to those not of the Blood.Doing so forfeits you your claim to the Blood.THE SECOND TRADITION: PROGENYSire another at the peril of both yourself and your progeny.If you create a childe, the weight is your own to bear.THE THIRD TRADITION: AMARANTHYou are forbidden from devouring the heartsblood of your Kindred.If you violate this commandment, the Beast calls to your own Blood.

Mechanical shit

Blood Potency(10cp per rank, up to Level/2 ranks) A vampire has a max Vitae pool of up to 10+Blood Potency+Con mod. Vitae is spent to fuel vampiric abilities, to heal, to establish blood bonds, and to create Ghouls (blood addicted mortals with enhanced abilities), among other things. The maximum vitae you can spend in one turn is equal to BP+Con modifier. Vitae is acquired through feeding off of animals, mortals, or other vampires, though the later is frowned upon heavily. When a vampire begins to feed, or a vampire at less than 40% vitae senses blood, they must make a will save or enter a berserk state known as a feeding frenzy. This frenzy can be voluntarily left if above 60%, but requires exceptional will to leave otherwise.

Optional Vampire Feats:Atrocious (6cp) Your Beast is especially monstrous, and your threats always ring true. You may add your blood potency to any check to intimidate or cajole, and can substittue your strength score for your charisma on such checks

Bloodhound(6cp): You're especially adept at tracking via blood. Your character can discern the intricacies of blood by smelling it, as if he had tasted it. When using his Kindred sensesto detect blood, to track by blood, or to pick out the details ofblood, he only needs to smell a blood source.

Distinguished Palate (6cp)Your character can discern the subtle nuances inblood and Vitae. Consider any Taste of Blood rolla critical success on a roll of 15 or more

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Drawback: When taking this Feat, choose a preferredfeature in a vessel that comprises no more than one-tenth ofthe population. This may be a hair color, a blood type, or evena drug in his system. When feeding from any other mortalsource, ignore the first point of Vitae ingested in a given scene,as nothing sates your character like his preferred meal.

Feeding Grounds (4cp per rank, up to 5): Your character has a bountiful feeding ground, whether officially given or not. Add +4 per rank in this feat to rolls made to hunt while on your feeding ground. Furthermore, gain +2 per rank to contests of will with other Kindred while on your feeding ground.

Herd(6cp per rank, max 6) You have a harem of ready and willing mortals. Each week, you may freely draw up to 3 times your rank in this feat without a roll. Beyond this requires normal hunting rolls.

Lineage(6cp, must have at least one rank in Clan Status or Covenant Status) You come from well known and respected stock. Once per session, you may call on a major favor from your clan or covenant, using your sire's name as leverage. Overuse of this may draw your sire's wrath

Pack Alpha (6cp, must be a Gangrel) You're pack minded, your blood draws to blood. You may designate a cotiere of Kindred and ghouls as your pack. While working together as a pack, each member gains a +2 to all actions for each other member of the pack, maxing out at your level. Removing someone from your pack must be done by force. You must reduce them to negative hp, and exile them from your presence for at least a week.

New Stat: Humanity-Humanity is a vampiric sense of morality, how in control the Man is over the Beast. Humanity begins at 7, and can raise or lower during play. A vampire with high humanity is in full control of his faculties and is less vulnerable to the traditonal weaknesses and bans of his kind, but his connections with the vampiric power are weakened. A low humanity vampire has much greater power and connection to the power in his blood, but has a much harder time reasoning and responding with anything but intimidation and violence.

Gangrel modifiers+2 Str, -2 Int, Occult senses/Scent -4+Blood Potency to Will saves to come out of a black rage or feeding frenzy, +2 to effects of Resilliace, Animism, or Protean powers

Circle of the Crone covenant:Covenant/Clan Status(6cp per rank, up to rank 10, max rank Lvl/2) Gain power and influences among your covenant. This may grant followers, patronage, relics, fame, etc etcCruac(12CP per rank, up to rank 5, must have at least equal rank in Covenant Status(Circle). Upon purchase, one ritual is gained. Further rituals from an unlocked rank cost 2cp per ritual. All rituals,regardless of rank, cost 1 vitae)- Feindish pagan blood rituals that invoke the Crone, the Dark Mother of the vampire mythos

Rank 1 Cruac RitualsAbduction to the UnderworldorThe Appeasement of The Maiden- Shortens the length of topor (vampiric slumber)and makes it easier to recall slumber visions.

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Balancing the Four Humors- Prevents extreme conditions from affecting the blood of vampires.

Blood Witness- Allows blood to be left behind, allowing the ritualist to see what the blood sees.

The Boyar's Caul- Uses a face mask to gain some sort of prophecy about an influential person.

Drops of Destiny- Shapes a glass of water into a small prophetic image.

Fires of Inspiration- Uses the blood to gain a bonus of Crafts or Perform for a specific work of art.

Love-Lies-Bleeding- Reduces the visibility of diablerie marks in the caster's aura.

Pangs of Proserpina- Causes the target to lust for food or Vitae.

Pythian Renewal- A painful ritual that reduces the apparent age of a subject.

Rigor Mortis- Binds a target's muscles, reducing their ability to move.

Spring Sanctification- A rite of the vernal equinox, allowing for a cow's blood to be nourishing to any

Kindred.

Tapas to Brahma- A ritual of penance giving bonuses to conquest or political domination.

Tapas to Hannuman- A ritual of penance giving bonuses to Handle Animal.

Tapas to Ma Durga- A ritual of penance giving bonuses to sword use.

Taste of Knowledge- Upon the next feeding, the feeder gains a single piece of knowledge known by the

vessel.

Visage of the Crone- Ages a subject by at least ten years for a number of nights.

Rank 2 Cruac rituals

Barrier of Blood- Wards windows, doors, and other passages with a barrier that prevents entry.

Cernunnos's Horn- All sexual encounters the target has until next sunrise will prove fertile.

Cheval- Allows the ritualist to ride the senses of another, perceiving everything that they perceive.

Dreaming the Other- Uses an enemy's eyes and ears to relay information to the caster.

Gora Mukhi- Turns the caster into a terrifying monster that is exceptionally intimidating.

Harai- Removes injuries, diseases, or morality loss from a mortal that the caster has recently fed from.

Hawthorn Barrier- Uses a hawthorn plant to create a nearly impenetrable barrier of thorns.

The Heliolater's Warning- Wakes the caster from her sleep if ambient light levels change dramatically

during her sleep.

The Hydra's Vitae- Turns the user's blood into an acid, dealing lethal damage to those who try to drink it.

Imperious Call- Forces a spirit to materialize in front of the ritualist.

Maiden Skin- Perfects unbroken skin, giving the user temporary damage reduction

Maya- Focuses the senses of the caster and the target in order to allow the two to become one.

Mononoke- Assigns a symbolic name to a person, allowing the ritualist to see what she sees.

The Mother's Eye- The ritual cuts her own eye and heals it in the water, giving supernatural vision.

Painted Fears- Creates a piece of artwork that makes viewers fear the subject matter.

Path of Thorns- Curses the ground to deal damage to whoever walks on it.

Prey's Blood- Marks a target, making them significantly easier to track.

Rex Sanguis Sacrorum- Uses a sacrifice to temporarily allow the ritualist to see the entirety of her past.

Rite of the Bloody Crossroads- Allows the ritualist to predict what people will come to a certain area.

Rite of the Circle Path- Reveals a fateful meeting between two people or objects.

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Soul's Work- Stores Mana, Power or Essence into a piece of art, allowing it to be withdrawn later.

Succulent Buboes- Allows for extra points of Vitae to be stored inside fleshy pustules on the vampire's

skin.

Wisdom of the Soul- The caster enters a trance to produce a piece of art that tells the future.

Disciplines (Max ranks in a Discipline are equal to your blood potency)Animism(8cp per rank)Rank 1-Feral Whispers: Beast calls to beast, and the Kindred knows this. Using this discipline, a vampire can speak to an animal, and given enough charisma, convince it to do it's bidding. This discipline can also be used to summon animals from afar, though it must be used again to control them once summoned. This skill has no cost.

Rank 2- Raise the Familiar: A true beast lacks the humanity to be embraced, to share the curse and the joy of the Kindred, but you can meet them halfway. By feeding a point of vitae to an animal drained of blood, you can make it an absolutely loyal undead servant. It lasts for (Animism+Blood potency) nights, though it can be fed vitae to renew this timer. It can also be communicated with over any distance via Feral Whispers

Rank 3-Call of the Hunt: The vampire is the greatest predator, and it's only natural that others follow it's lead. By spending 2 vitae to splash a target with blood, you can make it an irresistable target for all predators and scavengers within (Animism X 100)ft of the target. If they taste the spilled vitae, the animals can be imprinted with a command as if you had used Feral Whispers

Rank 4-Feral Infection: The nature of the animal is inherently savage, and even men are not above such savagery. By spilling 2 vitae on the ground, you can infuse the area with the fury of your own Beast. Animals in the area become immediately hostile to everything, and attack as soon as possible. Humans must pass a will save, or enter a berzerk state and fall under your sway. Those who succeed still berserk. Vampires, Shapechangers, and any other supernatural creature prone to rage must make a will save or enter a frenzy, their targeted victims set by you.

Rank 5-Lord of the Land: The Beast of the Kindred marks it's territory as any other, not in any base bodily fluid but in Vitae. By shedding 3-9 viate and losing one Humanity to trace an outline of blood around a given area, a vampire may mark an area as his Domain. Once marked, he is privy to all that goes on within his domain, may summon or dismiss animals at will, drive other Kindred from his land. A frenzying creature cannnot attack the vampire, nor can they activate supernatural abilities to resist the commands given via Feral Infection. Any commands given by Feral Whispers last indefinitely, or until the animal leaves the vampire’s territory. Finally, the vampire can snatchthe senses of any animal she has raised with Raise the Familiar within her territory, and use that animal to deliver commands using Feral Whispers to other creatures.

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Auspex (12cp per rank, 8cp for Mekhet)

Rank 1-Beast's Hackles: The Beast within focuses on danger and weakness, and with this discipline the vampire can see what it sees. Using this discipline (free for the first use in a scene, costing 1 vitae each use after the first), the vampire makes a Perception check, and depending on the result, may ask up to three questions of the GM about the Beast's insights. The Beast's senses run deep, but it's answers are vague flashes of imagery, obscured by it's animalistic nature

Rank 2-Uncanny Perceptions:The vampire focuses on a single victim, peeling back thelayers of lies and misdirection to reveal the truth underneath .The Beast sniffs out the victim’s dark secrets, things that shedoesn’t want anyone else to know. What the vampire does with that information is up to him.Using this discipline (free for the first use in a scene, costing 1 vitae each use after the first), the vampire makes a sense motive check. Depending on the result, the vampire may ask up to eight questions of the GM, but as before the visions the Beast grants are up to interpretation

Rank 3-The Spirit's touch: A vampire can turn his Beast’s senses on an object or place,uncovering secrets and destroying lies just as surely as if he had focused on a person. A vampire can only use this Discipline on a particular object once per scene. Otherwise, it functions as Rank 2.

Rank 4- Lay upon the Mind: The Vampire focuses on bringing her thoughts in line with her victim. He begins to think like her, and soon hears her thoughts in his mind. By concentrating and gently changing his own thoughts, he can project ideas or memories into the victim’s mind. With a little practice, the vampire can communicate without words, or project full memories to overwhelm the victim’s senses. He can even stimulate memories by thinking of a time, place, or emotion that causes the victim to remember —even if the victim had blocked it out or had it removed by magic. By making a Diplomacy roll and spending 1 vitae, the vampire can align their mind with that of their victim.

Rank 5-Twilight Projection: The vampire unshackles his mind, leaving his body andprojecting his senses throughout the world. His astral form exists in a twilight state, with no real physical or spiritual substance to it, but still in the world and noticeable only by other vampires with Auspex. The vampire can move at incredible speeds, traveling to any point within the moon’s orbit — an area

that some Kindred call the “lunar sphere.” While his senses and consciousness

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travel the world the vampire’s body appears to be a normal corpse, albeit one that does not decay.

Celerity (8cp per rank)

Unlike most other disciplines, Celerity doesn't have individual techniques, instead allowing for two sorts effects which increase in power the more ranks invested.

Passive: Add twice your ranks in Celerity to your armor class. Furthermore, any ranged attacker takes a penalty to their attack equal to your Celerity rank. These effects are permanent and cost no vitae

Active: By spending Vitae Celerity allows for bursts of speed faster than the eye can perceive. For each point of Vitae spent choose one effect from the following list. A vampire may spend additional Vitae to invoke multiple effects simultaneously, but no effect of Celerity may be used more than once per turn

--Jump immediately to the top of the Initiative queue. This initiative boosts lasts for only one round, after which all combatants return to their original action order.

--Interupt an action on another character's turn. This allows the vampire to take a reasonably swift action during the action of another. After this interruption, the target continues their original action if possible, doing nothing if not (such as if they were attacking, and the interrupt disarmed them). Using Celerity this way is exhausting, and the vampire may only interrupt as many actions in a scene as they have ranks in Celerity

--Multiply their speed by their ranks in Celerity plus one. Moving this way is jarring, as the vampire seems to jaunt from point to point without crossing the space between. This is often used to breifly evade detection, make a quick escape, or launch a sudden counter-attack.

Dominate (12cp per rank, 8cp for Ventrue)

Rank 1-Mesmerize: All a vampire has to do is meet her victim’s eye to catch him in her thrall. Her control isn’t obvious; she just asks him to do something and her victim acquiesces. He could unlock a door, pass her a weapon — or forget ever meeting her. Some cruel vampires mesmerize passers-by just to take the rap for their crimes. The vampire makes a diplomacy check, ,and the victim a Will save. If

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the vampire succeeds, the victim is afflicted with the Mesmerized condition. Once she has inflicted the Mesmerized Condition, the vampire can command the victim as an instant action. Her commands can’t be longer than three or four words, and she has to be direct — her control doesn’t extend to issuing vague commands. “Follow me,” “Shoot your husband,” and “Repeat after me…” are all suitable commands, while “Forget,” “Submit,” and “Do my bidding” have too much room for interpretation. She can even mess with the victim’s memory, making one statement about the current scene that victim will remember as truth. While she can still only use simple and unambiguous commands, she can pack a lot of changes into four words: “You killed that man” and “I was not here” combine to frame thevictim for murder. This power requires eye contact with the victim. Using this power has no cost.

Rank 2-the Iron Edict: Once she’s got a hotline into her victim’s mind, the vampire can take some time to play with his thoughts and memories. While it takes more of her power to relay complex commands, she goes from jerking her victim’s strings to controlling him like a puppeteer, making his ever movement dance to her tune. The vampire can issue a longer command to a Mesmerizedvictim. This edict can be up to three sentences long, and can include a successive series of actions. The command takes one turn per sentence to convey. As with Mesmerize, the vampire’s control doesn’t extend to commands that rely on the victim’s interpretation. The victim takes the Dominated Condition and will follow the vampire’s commands as soon as she finishes speaking them. He continues to follow the order until he has completed his task, or the sun rises. Many Kindred use Iron Edict to issue a simple command, such as “Obey my direct instructions when I give them to you,” which effectively gives them control over the minion until the sun comes up — though it doesn’t extend the duration of the Mesmerized Condition. This power costs 1 vitae, unless the victim is bloodbound to the vampire, in which case it costs nothing.

Rank 3-Entombed Commandment: The vampire’s has enough control over her meat-puppet to implant a subconscious trigger, a specific set of conditions that will turn him into her slave when he encounters them. She can force her victim into a suggestible state when he threatens her, make him transfer all of his gold into her account when he hears Azherthain’s Ninth Symphony, or only allow him to

remember his son when he smells lilacs. The vampire rolls diplomacy, and can implant up to six triggers depending on the results. It takes about two turns to

implant each trigger, though they remain in place until activated. This power costs nothing, but must be used on an already Mesmerized victim.

Other Dominate abilities work as follows when channeledthrough Entombed Command:

• Mesmerize: The victim gains the Mesmerized Conditionwhen he encounters the trigger. If the vampire isn’t present

to capitalize on his state, the effects soon fade.

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• Iron Edict: When the victim encounters the trigger, heimmediately gains a Dominated Condition relating to the

imprinted command. As he is entirely under the vampire’ssway when Dominated, he does not encounter other triggers

until he resolves the Condition.• The Lying Mind: The trigger serves as a switch for memoryalteration. Encountering it once causes a memory to emerge

(or to vanish), while encountering it again reverses the change.

Rank 4-The Lying Mind: A mistress of Dominate can dance through her victim’s memories, sculpting them to her whims. He might not remember his family — or she might force him to remember the tragic death of a son who never existed. She can subtly alter his memories,replacing his wife’s face with her own, or moving his memory of an ambush from Maryam to the Thousand Peaks. Beyond necessary generalities, this does not allow the vampire to read the original memories. While he remains Mesmerized, the vampire can spin her victim’s memories like cotton candy, stretching far back into childhood. She must either feed him some of her Vitae or drip it onto his forehead. She can create memories of events from nothing, erase memories of an event or person, or change the people, events, and location of existing memories to serve her purpose. As part of this alteration, she inflicts a persistent Condition on the victim. If she deletes a broad swath of memories, the victim receives the Amnesia condition. The vampire has to speak with her victim, describing thechanges she wants to make to his memories. Crude alterations— deleting a swathe of his past, or replacing his wife’s facewith the vampire’s in all his memories — take about a minute to describe, but more detailed changes can take quite a bit longer. When changing memories or creating new ones, the vampire can create the factual content of the memory, but the victim’s thoughts and feelings remain out of her control.She can create an environment that makes him predisposed to certain reactions, but she can’t force him to love a son she’s just invented. The vampire’s changes are permanent, unless sheused Entombed Command to only reveal them on a trigger.

Rank 5-Possession: Controlling a victim’s memories and actions is one thing, but for some vampires the truest expression of control comes from suppressing the victim’s will entirely, taking complete control of his body. The vampire moves her mind into the victim, using his body instead of her own. The Possession lasts for one day per rank of Dominate. As long as the vampire possesses the body, she uses the victim's physical skills and attributes as her own. She has access to any extraordinary physical abilities of the victim, but not the supernatural ones.

Majesty (12cp per rank, 8cp for Daeva)

Rank 1- Awe: Awe shines a spotlight on the vampire even in a crowded room. He’s the most important person around and people want to be around him. Awe creates an aura of power, a sense that the vampire’s important, like a playboy

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adventurer or a veteran of the court. He could be wearing tattered clothes, with open wounds and his face caked in shit but people still think he’s cooler than them, and they want to be around him. When he wills it, all eyes fall on the vampire and nobody cares what he’s doing. For the rest of the scene, he suffers no penalties to Social skills from his actions or appearance — even if he’s just beaten another man to death or waved a weapon in the middle of a noble gala. Given a chance, he can talk his way out of minor criminal offenses and almost any social faux pas. While using Awe, the vampire adds twice his ranks in Majesty to any social rolls, and anyone else in the room takes an equal penalty to notice anything but the vampire. The vampire can summon anyone in the room to their side with a word, not by any sort of mystic compulsion but simply by letting them know he wants them to approach. This power costs nothing.

Rank 2- Confidant: The vampire doesn’t have to shout to be heard, and in a crowd that he’s already Awed, sometimes speaking quietly is the best way to get attention. With little more than a soft voice and a knowing look, the vampire brings someone new into the fold and becomes her trusted confidant. The vampire rolls Diplomacy,and the victim a will save. If the vampire succeeds, the victim becomes afflicted with the Charmed condition for a number of hours equal to the vampire's Majesty ranks. This power costs nothing, but if 2 vitae are spent, the charm lasts for days, not hours.

Rank 3-Green Eyes: To a victim of this level of Majesty, the vampire’sattention feels so good that it’s addictive. His inner circle craves his attention like an addict craves a hit or an adventurer needs gold. That craving first becomes desperation and then jealousy as other people attract the vampire’s gaze, if only for a minute.His victim is now thoroughly obsessed withthe vampire, and he can play with her feelings and desires like they were a cheap harmonica. With Green Eyes, he can shift the emotional state of anyone he’s Charmed, sending theminto a violent rage (or even a frenzy, in the caseof some supernatural creatures) or making them so depressed that they feel hollow without him.Each shift costs him a point of Vitae, but he can instill the same emotion in any number of victimsat once. The vampire can ask one of his Charmed minions to do something in such a way that theyfeel an obsessive need to accomplish it. He could ask them to kill someone, to give him money, orto perform debased and degrading acts for his amusement. A Charmed victim will do whateverhe wants within reason — if the request would leadto the victim taking lethal damage or hitting a breaking point, the victim will save her own skin.She loses the Charmed Condition immediately. An Enthralled victim is far more dangerous —she won’t commit suicide for the vampire, but anything else is fair game. If his victim would hit

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a breaking point, she doesn’t notice (and doesn’troll for experiencing the breaking point) until theEnthralled Condition expires. This power costs one vitae to activate, and can only affect those already charmed or enthralled.

Rank 4-Loyalty: Among his inner circle, the vampire praisessome more than others, bringing them even closer to him. With a few words he can inflame their love for him. Beyond jealousy and obsession comes complete loyalty. A victim will do absolutely anything for him — and just thinking aboutcrossing the vampire is traumatic. She ignores her other friends and her family. Her vampire is all that matters. The vampire inspires burning loyalty in the victim. She’d do anything for him, giving up her blood or organs — or taking a bullet for him. The victim gains the EnthralledCondition. This power costs 2 vitae

Rank 5-Dominion: More than just a celebrity, a vampire who can play with people’s desires becomes a king or a star, the kind of person who wouldn’t ever be so crass as to demand people’s loyalty. People around him give it willingly, pledging to do whatever he wants if he’ll only notice them, look at them, or smile in their direction. Dominon enhances Awe’s aura of superiority to divine (or blasphemous) levels. The vampire can wait until she’s established Awe and then enhance it, or pay the price to immediately establish her superiority over everyone else in the room. Anyone affected by the vampire’s Awe must make a Will save minus the vampire’s Majesty rank in order to take an action that could harm or embarrass the vampire in any way. Unless they succeed, they can’t so muchas crack a joke at his expense. If the vampire has inflicted the Charmed Condition on anyone in his presence, she must make a Will save minus the vampires Blood Potency +Majesty rank when the vampire activates Dominion. If she fails, she acquires the Enthralled Condition for the remainder of the scene. People who the vampire has already Enthralled cannot act against him.

Nightmare (12cp, 8cp for Nosferatu)

Rank 1-Dread Presence: Everyone around the vampire feels the world go slightly wrong as she exudes a deeply unsettling aura. Even if they barely notice her, they feel a wave of fear and uncertainty. The world seems colder, everything’s just that bit more distant. People feel like someone’s watching them even when they’re otherwise alone, and for just a second they see horrible truths manifest in the world around them.The vampire exudes an aura of fear for the rest of the scene that gives her a number of benefits. She adds her Nightmare dots to all mundane Intimidate rolls. People around hersubconsciously register her as the cause of their fear, and they shy away from her. Her victims can act against her but their hearts aren’t in it.As a free action, the vampire can conjure brief illusions.One person’s food looks rotten and maggot-ridden, another raises his steak-knife but sees a murder victim’s head on his plate. A woman reaches for a doorknob

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but when she pulls her handback it’s covered in blood. These illusions can only affect two senses each, and must be small — no larger than a small dog, and no louder than a shout. They only last for a turn or two at most, but they’re always unsettling. The vampire chooses who can see each illusion, and she can only project one at a time. Though equal parts frightening and disgusting, the illusions cannot themselves cause any harm or significant pain.

Rank 2-Face of the Beast:All it takes is a glance, and the vampire can magnify one of his victim’s fears to truly horrifying levels. If she knows what sort of things her victim fears, she can choose to enhance that fear specifically; otherwise she inspires an unguided terror that flares up in the victim’s heart without her knowing precisely what he’s afraid of. Whatever the case, the victim flees immediately. The victim gains the Frightened conditon. If already Frightened, they instead become Panicked. This power costs 1 vitae.Rank 3-The Grand Delusion: Touching her victim’s mind, the vampire sparks a delusionthat only she fully understands. What she makes him believedoesn’t match up with the world as he knows it, and that discrepancy sparks a gut-wrenching fear in her victim. All it takes is a few words, and the victim suffers the Delusional Condition . The vampire defines his exact beliefs, but can’t control his reaction to these beliefs, nor can she inspire a delusion that would make the victimhomicidal or self-destructive. She can force someone to believe that his friends hate him, but not that he must attack them. The delusion lasts for a night; if the vampire activates DreadPresence, it instead lasts for a number of nights equal to the vampire’s Blood Potency. This power costs 2 vitae.

Rank 4-Waking Nightmare: Having altered her victims’ beliefs and stoked their fears,the vampire can now spark disturbing hallucinations of a kind that all vampires suffer in torpor. These awful visions adhere to nightmarish logic, even the most apparently innocent visionturning sinister when the victim has time to focus on it.The victims suffer the vampire’s versionof reality for a full night. This terrible hallucination manifests to all senses, thoughit generally can’t change more than a single person, object, or creature of the location. She could invert the colors in a building, create a shambling monster that stalks her victims, or giveherself a nightmarish appearance. Once created, the Nosferatu can control how the visionreacts while it remains in her presence; once she has separated from her victims, her creation takes on a life of its own. The hallucination takes no effort to maintain, and will run its courseeven if the vampire meets Final Death. Unleashing the fears of the Beast gives the hallucinationthe taint of nightmares, even if the Nosferatu doesn’t intend anything overtly horrifying. A doll’s eyes follow the victims around the room, that nice man has too

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wide a smile and it doesn’t touch his eyes, the gentle stream reflects the light wrong and something strange is swimming in it. Nightmarecannot create a pleasant image, though no matter how awful the hallucinations can’t cause actual harm or inflict significant pain. Alone, Waking Nightmare only affects one person. Used with Dread Presence, it can affect any number of people in the vampire’s presence — though they all suffer the same hallucination, and while they are together their perceptions remain roughly consistent. This power costs 3 vitae.

Rank 5-Immortal Terror: The Nosferatu can summon horrific visions from the depthsof a victim’s soul. She twists everything around her victim to present one of his worst fears made flesh. Her victim can’t sleep,his hair turns white from terror, and in some cases his heart stops dead. She can’t conjure pure fear out of nothing — her victim must already be afraid. Some Kindred implant a delusion, or summon an illusory terror to make the victim afraid. The fear reaction tears through the victim; he suffers 4d6 points of damage per Nightmare rank. If he survives, he bears a permanent mark of coming through his fear — a nervous twitch, or a sudden streak of white in his hair — and takes the Broken Condition . If the vampire activates Dread Presence, the victim also suffers 1d6 points of burn to both Wisdom and Constitution. This power costs 4 vitae.

Obfuscate (8cp per rank)

Rank 1- Face in the Crowd: The vampire can turn his predatory aura inwards, walking through crowds of people who pay him no heed. As long as he doesn’t do anything to obviously draw attention to himself, nobody notices him. He’s just one more person on the street, part of the city’s nightlife. People don’t shy away from him because of what he’s wearing or what he looks like. He’s just asmuch a fixture of the city as the rats and the stink. For the rest of the scene, people’s eyes just slide off the vampire. People can tell that someone’s there, but they don’t remember who he is or what he looks like; he’s just “some guy,” average height and build, average hair, average clothes. Unless the vampire’s doing something to draw people’s attention — pulling a weapon, or screaming at people — or he’s in a place where someone doesn’t expect anyone else to be, everyone around him ignores him. They don’t care what he’s carrying; he could walk down the street with autobow strapped across his back or a body slung over his shoulder, and as long as he doesn’t use it to draw attention, nobody

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particularly cares or remembers. If the vampire is violent towards someone — if he punches someone or starts feeding in a crowded bar — his victim will automatically notice. If he’s doing something that would draw attention, including but not limited to being violent, everyone around him must make a Will save to notice the commotion. This power costs nothing.

Rank 2-A Touch of Shadow:With just a touch, the vampire can extend the muted attentions of Face in the Crowd to an object or animal, rather than himself. His subject fades out — if he masks a desk, people subconsciously register that it’s there and won’t bump in to it, but they can’t recognize what’s right in front of them unless the vampire forces them to interact with it. For the rest of the scene, people’s eyes slide off the object. The vampire can affect an inanimate object or animal with the same effects as Face in the Crowd — people subconsciously register that the subject is present, but they’renot actively aware of it. If an observer is forced to deal with something affected by Touch of Shadow — being thrown into an occulted table or door, or bitten by an occulted dog — that observer can then recognize the subject’s existence. Since people have a hard time noticing occluded objects, the vampire can hide behind an object affected by Touch of Shadow to remain unnoticed. This power costs 1 vitae.

Rank 3-Cloak of Midnight: With but a thought, the vampire slips from sight as well asmind. He doesn’t just fade into the background, he straight-upvanishes. He leaves no scent and makes no sound, though it doesn’t mask incidental signs of his passing, like drifting smokeor creaking floorboards. He can pass this effect on to others,e ven stealing people from the world with Touch of Shadow. Cloak of Midnight increases the effect of Face in the Crowd and Touch of Shadow. At its most basic, the vampire can now use Touch of Shadow on other people. This costs no addiionalVitae , and the victim is overlooked just like an object or animal. Even if the victim strikes someone, only the person she hits will notice her; everyone else must roll to notice her as for Face inthe Crowd. The vampire can also spend an extra point of Vitae whenactivating Face in the Crowd or Touch of Shadow to vanish completely. Rather than being overlooked or just an “average presence,” the vampire instead completely disappears. Everything that he’s carrying vanishes with him. People can no longer notice his presence if he attacks someone or if he criesout. A sadistic vampire can use Cloak of Midnight to make his victim vanish in a crowded street, then feed with impunity whilehis victim cries out, never knowing why people do not help her. Particularly canny observers can follow the vampire by incidental signs of his passing — disturbed smoke, gaps incrowds, and the like.

Rank 4-A Familiar Stranger-Rather than removing himself from the perceptions of otherpeople, the vampire can instead adjust how they see him. He can either appear as

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a subjective face, a “frail old woman,” or a “young lothario,” or as a specific person, like “Tobias’ friend, Jarren” People perceive the vampire as though he were who they’d expect to see based on his chosen disguise — everyone has a different idea of what a frail old woman looks like, after all. When using Face in the Crowd or affecting a person with Touch of Shadow, the vampire can spend the Vitae requiredto activate this power. She can specify a particular image that she wants to project, either a subjective category or a specific person. If she takes on the form of a specific person, everyonesees and hears what they would expect were that person present. He needs to know that the person exists, and he can’t use his description to influence people’s reactions — “the woman Tamas will fall in love with,” or “a man Jedda finds trustworthy” both fail, as they rely on influencing the victim’s thoughts and emotions about the person being imitated. A vampire can also use The Familiar Stranger on objects through Touch of Shadow. He can redefine how people see the object. The illusory object must be roughly the same size as the original object, and will pass most forms of mundane inspection — though an illusory gun won’t fire, and an illusory knife won’t cut. Simply discovering that the illusion won’t function isn’t enough to break it, however — that only happensat the end of the scene. This power costs 2 vitae.

Rank 5-Oubliette: The vampire creates a realm of his own, hiding a place from mundane senses and scrambling the perceptions of everyone within. He can turn an alleyway into a maze that nobody can escape from, or make a humble brownstone appear to be a stately manor house. He must mark the area’s boundary and exits with his Vitae, impregnating the stones and soil with his blood and bending the location to his will. Once he has spread his blood, he slumbers there for one full day before awakening as the master of his abode. The vampire must spread Vitae around the area he wishes to claim, marking the gateways, exits, and landmarks. Three Vitae is enough to secure a shack or small house, six can Obfuscate a villa or alleyway, and nine is enough to hide a mansion or similarly large building. After spreading blood, he must slumber for a full day in the location. He can spread the bloodletting process over several nights, but he must spend every day asleep in the location untilhis work is complete. The Oubliette absorbs the blood that he spills, making it invisible to Kindred senses. Once he has established an Oubliette, the vampire can use Touch of Shadow, Cloak of Midnight, and The Familiar Stranger at any distance, on anyone or anything within his haven. He canaffect multiple different people or objects with a single activation of the power — making the exits vanish with Cloak of Midnight, or using The Familiar Stranger to make his ghouls look likepeople his victims want to see. Using other Obfuscate powers in the Oubliette requires only one action, and Cloak of Midnight and The Familiar Stranger do not cost extra Vitae. The vampire can affect individual aspects of the area separately, making rifles look like snakes or making a single doordisappear, or he can make more sweeping changes with just one use of Touch of Shadow — making his run-down brownstone into a manor house with all the appropriate trappings, while

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the vampire himself becomes a venerable old gentleman. Someone interacting with elements of an Oubliette can see their true natures, but only for a few seconds. Since the Oubliette can cover a large area, and can change in the blink of an eye, most people shrug off minor changes as just a trickof the light. A vampire’s Oubliette lasts for one week per rank of Blood Potency, though she can reinforce the effect before it ends.

Protean (12cp, 8cp for Gangrel)

Rank 1-Unmarked Grave: With a silent command, the earth itself yawns open toembrace the vampire. She merges with the ground, becoming immune to almost any harm. She can remain there indefinitely, waiting in a cocoon of soil until the time is right for her to emerge. She does not have to find stone or mud, she can just as easily slip into metal — as long as she has servants willing to feed her while she rests. The vampire sinks bodily into the earth, for as long as shedesires. Once interred, she’s mostly insensible to the outside world, though she can remain conscious if she so wishes. She has a sense of the ground above her — she’s well aware if someone tries to ward over her hiding place. Her Kindred senses continue to function, and she remains capable of sensingthe predatory aura even though her safe haven means another vampire’s predatory aura can’t force her into a fight-or-flight reaction. Should someone spill blood or Vitae upon the ground, she can absorb it. The ground dilutes Vitae enough that it can’t result in a blood bond, but to a Vitae-addicted vampire just the taste might be enough to drive her out of the ground, thirsty for more. The only way to harm the vampire is to damage or destroy the ground she resides in

Rank 2-Predatory Aspect: All the vampire has to do is give in just a little bit, and herBeast can slip out through her flesh, warping her body into a monstrous form. While every Gangrel’s Beast is different, its manifestation usually takes inspiration from a predatory or scavenging animal of some form. Some twist their bodies to run on all fours like a wolf, while others take on the rough skinand strange senses of a shark.By spending a point of Vitae, the vampire can manifest a smallhost of bestial traits. When she first learns Predatory Aspect, she picks three adaptations from the list below. From then on, she can manifest any or all of these changes for the rest of thescene by spending a point of Vitae.• Aquatic: Growing webbed hands or slick scales, the vampirecan swim at the same Speed she can run on land.• Claws: Sharp claws grow from the vampire’s fingers. Theydo 2d6 damage, +1d6 per rank of Protean

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• Extra Sense: The Kindred grows extra sensory organs, givingher tremor sense, echolocation, or some other sense thatallows her to “see” without using her eyes. Using this sense,she has a 360-degree field of vision.• Feral Senses: Taking on a hawk’s eyes or a dog’s sense of smellallows the vampire to hear heartbeats and see or smell bloodas though her Blood Potency were two ranks higher.• Patagia: By growing a flap of leathery skin between her armsand torso, the vampire can glide — as long as she falls at leastten yards (ten meters), she can travel thirty yards (thirtymeters) horizontally, and she takes no damage from the fall.• Prehensile Tail: The vampire grows a long, prehensile tail.She can use it to grab things as though it were an extra arm,though it doesn’t have a hand and can’t be used for fine-motortasks like unlocking a door• Quadripedal: Longer arms and shorter legs allow a vampireto run on all fours like a cheetah or wolf. When running onall fours, add +40 o her Speed and double all jump distances.• Wall Crawling: The vampire grows hundreds of tiny insectlegs, claws on his feet, or barbed hairs on his body thatallow him to move freely across walls and ceilings withouta roll.A character can change her adaptations by spending a day inher Unmarked Grave and spending one point of Vitae for eachadaptation she wants to replace. When she changes adaptation,the player should work to maintain the theme of a specificpredatory creature — though she may pick a different predatorto copy when the vampire’s adaptations change.

Rank 3-Skinwalker: The Beast can warp a vampire’s flesh, taking the form ofan animal that she has consumed. Her body warps and shifts, growing extra muscle or folding in on itself until she fully resembles an animal she has consumed. The Beast will not give her the form of prey — her new skin must resonate with her predatory nature in some way. Her flesh ripples and warps as the vampire takes on the form of an animal. She must have consumed the beast — killing it by feeding from it. She can only take on the form of predatory animals, carrion-eaters, plague-carrying beasts, and parasites between Sizes small and large. A vampire can keep a number of forms ready equal to her ranks in Protean; to add or replace one she must consume the appropriate beast then slumber for a full day and night in her Unmarked Grave. In animal form, she takes on the beast’s Physical Attributes and Skills, and its Size, Speed, and Health. She can move and sense and attack in any way that the animal can — a shark can swim and bite and sense blood, while a rat can scurry and bite, and a crow can fly. She may be unable to use some Physical abilities. She can remain in her animal form indefinitely, but she still feels the need for blood burning within her, and sunlight still harms her. This power costs 2 Vitae

Rank 4-Unnatural aspect: With her Beast boiling in her blood, the pathetic shell of the vampire’s human or animal form cannot contain it. Her flesh warps, twisting and cracking under the pressure. She manifests truly horrific changes — though they may be inspired by the animal kingdom, these features come from the Beast

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itself, rather than the pale shadows that walk the world. When manifesting her Predatory Aspect, the vampire can spend an extra point of Vitae to produce a fourth feature, this one being her Beast made manifest. She can assume an adaptation from the following list; if none of these are suitable the player and GM should work together to create anappropriate feature, using monsters as a guideline.• Barbed Hands: Pushing out tiny barbs on her hands andarms, the vampire can grab her opponents with incredibleferocity. Add twice her Protean rank to all grappling checks.When choosing the Damage move in a grapple, the vampiredeals bleed damage. These barbs enable very gory feeding inthe middle of a fight, tearing the victim’s skin as she bites him.• Hooked Hands: The vampire’s hands grow great hookedclaws and other unnatural appendages that allow him to digthrough soil and rock at up to half his Speed.• Horrid Talons: By growing giant fangs or serrated talons,the vampire can deal horrific damage to anyone who gets inher way. These deal 2d10+1 for every rank in Protean, and have the AP 2 quality.• Rubbery Flesh: Warping her flesh into a rubbery substanceand her bones into flexible cartilage, the vampire canstretch, condense, and contort her body in impossible ways.She can fit through almost any gap more than an inch (twocentimeters) across. If the contortion requires a roll — suchas squeezing through a drain cover while someone’s shootingat her — add twice the vampire’s Protean rank to her roll.• Wings: The vampire grows great wings of sharp bone andpale leathery skin. The vampire can fly at up to her fullrunning Speed.The vampire can replace her chosen Unnatural Aspect bysleeping for a full day and night in her Unmarked Grave andspending two points of Vitae.

Rank 5-Primaeval Miasma: The Beast bursts out from the vampire’s body, dissolving itinto a cloud of hungry smoke. Occasionally, her victims can see flashes of yellow within the smoke, like the gleaming of eyes. Nothing short of an airtight room can bar her passage, andnothing physical can harm her.Taking on a smoke form gives the vampire a number of advantages. She can condense herself down to her human Size, or expand into a cloud of up to (Protean + Blood Potency) yards (meters) in diameter. She can move through pretty much anything that isn’t actively airtight, and floats at half her normal Speed. She can perceive inside the cloud of smoke as clearly as ifshe were looking with her human senses, but the world outside her form is blurred and muted. Her Kindred senses continue to function as normal. In her smoke form, the vampire is immune to all harm that doesn’t come from fire, sunlight, or other banes that deal damage. If her smoke form is ever fully exposed to sunlight, she

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returns to her human form. Nothing else can force her back into her human form — as long as she avoids sunlight she can slumber in her Miasma form. It has all the same benefits as her Unmarked Grave, allowing the vampire to shift her adaptations and animal forms. Other beings pass right through the smoke. If a victim has any open wounds, the vampire can feed from them just by having them enter her Miasma — the blood boils out of his wounds,evaporating in a flash of grey and yellow smoke. If she needs to feed and can’t find someone who is already bleeding, the vampire can instead force herself into the victim’s lungs with strands of semi-tangible smoke, stealing her life-force along with her breath (grapple and “bite” using her normal Physical Attributes). This power costs 3 vitae.

Resilience (8cp per rank)

The Kindred are walking corpses, free of the frailties of a mortal form. Their bodies are capable of great endurance, but Resilience harnesses the Beast to take that endurance beyond “great” and into “impossible.” With Resilience a vampire could continue to act even when his body has been reduced to little more than bone and tendon. Like other physical disciplines, it has only two modes: Passive and active. Passive mode costs nothing and is always on, active costs 1 vitae and lasts for one action.

Passive: Add ranks of Resilience to constitution when determining hp and damage thresholds. Can ignore a number of points of burn/drain per week equal to Resilience.

Active: Resist damage per vitae spent equal to resilience plus one. Mechanically, the vampire is unharmed, but this power does nothing to reduce visible signs of damage. Resisted damage seems to take effect, but the vampire seems to merely shrug off gaping wounds and hideous lacerations.

Vigor (8cp per rank)While all Kindred possess the power to bolster their might in short bursts, Vigor allows some vampires to kick like a freight train or rend steel with their bare hands. The Beast tunes every bone, tendon and muscle fiber to its highest performance , allowing the night’s most fearsome predator to strut through the jungle of his choosing without fear of lesser, weaker creatures. Like other physical disciplines, it has only two modes: Passive and active. Passive mode costs nothing and is always on, active costs 1 vitae and lasts for one action.

Passive: Add ranks in Vigor to the vampires effective strength score. Furthermore, A vampire may jump (Vigor+Str mod) meters on a successful Athletics check.

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Active: --Add ranks in Vigor to melee attacks. This may be used up to (Blood Potency) times for a single attack.

--Multiply strength score by Vigor-2 for purposes of feats of strength.

Gangrel BloodlinesA bloodline is a special “sub-race” that is determined by clan. Each clan has a number of bloodlines to choose from. Each bloodline grants a special, proprietary discipline, as well as many altering 'clan favored' disciplines. However, each also comes with an additional weakness. It costs 12cp to join a bloodline, and once joined it may not be left, nor may a second be joined.

Name Nickname Description Disciplines Weaknesses

Annunaku Landlords

This bloodline espouses supreme authority over their territory, often as benevolent dictators.

Animalism, Protean, Resilience,Tenure

Suffer penalties to all rolls whenever outside of their controlled dominion; these penalties can be partially alleviated by being in familiar places or with familiar people.

Barjot JelinenesA band of wandering hippies, for all intents and purposes.

Animalism, Celerity, Protean, Resilience

Suffer penalties from being out of contact with "family", and obsessively seeks to return.

Bohagande Jonahs

Infamous harbingers of bad luck and misfortune, the Bohagande are unwelcome wherever they go.

Animalism, Protean, Resilience,Sunnikuse

Aura stained dark black, like that of a serial diablerist.

Bruja Rabble

Bandits, gangers, and other thuggish and impulsive troublemakers

Animalism, Protean, Resilience, Vigor

Significant penalty to resist hunger frenzy

CarnonPucks, Bucks, Horned Gods

They are ill reputed, for as their humanity grows distant they take more and more the form of a beast.

Animalism, Nightmare, Protean, Resilience

Humanity treated as two lower for capping social interactions with mortals. As blood potence increases, additional penalties are applied to social interactions. Additionally, they never get criticals for resisting frenzy, but get +2crit for rolling to ride the wave.

Childer of the

Stormcrows, Morrigans

Fierce warriors who historically have served

Animalism, Protean,

Permanent depression derangement; the above

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Morrigan

as the military arm of the Circle of the Crone, but have in modern times fallen out of favor and respect.

Resilience, Vigor

derangement can also be triggered by experiencing defeat in battle, revelation of wasted effort, or disfavor with the Circle.

Dead Wolves

Bloody Wolves

A bloodline born from a werewolf Embraced before the first change, it symbolizes the conflict between Uratha and the Kindred.

Animalism, Protean, Resilience,Sublunario

All damage from silver weapons inflicts an additional point of damage; during new and full moons must spend an extra Vitae to wake, as well as every few hours.

Empusae Daughters

Daughters and zealots of an infamous and murderous sorceress of the Circle.

Auspex, Obfuscate, Protean, Resilience

Upon activating the bloodline, must exchange all dots in Animalism for Auspex; animals attempt to flee, or else fight the Daughter

Hounds of Actaeon, The

Hunters

A bloodline which ritually hunts human prey, using all the modern tools of the trade.

Animalism, Obfuscate, Protean, Resilience

Severe penalty to resist hunger frenzy.

Larvae Brutes

Criminal family that operates at the fringes of The Blessed Isle, providing illegal services to those willing to pay for them.

Animalism, Celerity, Protean, Resilience

Once battle has begun, even if only a friendly spar, suffers a penalty to resist anger frenzy.

Gens Libres, Les

Freedmen

Anarchists and rebels, each Embraced as a form of salvation from some form of bondage.

Animalism, Obfuscate, Resilience, Celerity

The blood of members of this bloodline cannot form the Vinculum.

MabryTrapdoor Spiders, Rock Snakes

A bloodline which prefers its prey come to them, they are establishers of bars and inns in remote places, preying on travelers who happen in to the wrong place.

Animalism, Protean, Resilience, Vigor

When separated from others of the bloodline, suffers a penalty to all rolls, and a more severe one to Disciplines

Mara, The Lampreys

Dwellers in water and wet places, this bloodline is deeply pious and worships a spirit of water.

Animalism, Obfuscate, Protean, Resilience

Gain no Vitae from feeding unless the Mara is completely submerged in water.

Strigoi Hunters Legendary night Animalism, Gangrel and Nosferatu gain the

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stalkers and murderers that are fierce servants of the Ordo Dracul.

Obfuscate, Resilience, Vigor

weakness of the other clan

MystikoiIlluminated, Bureaucrats

Mystics who seek to reunify all of Creation with the divine, they modify their own forms in an attempt to mirror that of god... by succumbing to frenzy and the inner Beast.

Animalism, Protean, Resilience,Spiritus Sancti

May never spend Willpower to help resist a frenzy, or to resist a discipline that induces frenzy; Coil of the Beast has reduced effectiveness.

Nepheshim Hungry Ones

Wanderers and pilgrims, this bloodline reflects a subset of the Neepheshim faction of the Lancea Sanctum, and seeks to share their beliefs with all Kindred who will hear it.

Auspex,Nahdad, Protean, Resilience

Taking ranks in City Status, Haven, Herd, Resources, or Retainer causes the loss of all Nahdad ranks. Each night they awaken in a new territory, they must spend a willpower point.

Oberlochs Brood

Masters of rural areas, descendants of a mortal family cruelly embraced by a Gangrel long ago.

Animalism, Dominate, Protean, Resilience

Age normally, despite Embrace; take permanent penalties to Physical Attributes past a certain age.

ShepherdsWatchers, Herders

Protectors of mankind from the Kindred, whom believe that most of their kind have grown gluttonous and drink too much too often, risking the Masquerade.

Animalism, Obfuscate, Protean, Resilience

Natural time frame for potence to increase is a century; increased CP cost to raise blood potence; diablere is more difficult

TaifaMoors, The Civilized

Refined and sophisticated Gangrel from North Rahjastan, whom prize art, scholarship, and culture.

Animalism, Majesty, Protean, Resilience

When not in the company of other vampires, suffer a penalty to all actions.

Vedma Warlocks

Sorcerous and reclusive witches whose lineage dates back beyond memory.

Animalism, Protean, Resilience,Zagovny

Social penalty for all who knew the vampire before joining the bloodline; can never have more than two ranks in Status or Resources; must have recently consumed animal blood to use Zagovny discipline.

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Pt 2: The Monster's Mythos

All Kindred know of the Beast, but those few who truly embrace it know that what the Embraced experience is merely scratching the surface. In all mortal races, there writhes as shard of something awful, something seething with violence and hate and murder. Something repulsive to the civilized mind and yet so intrinsic that no part of life is not tainted by it's presence. It is hate incarnate, it is the true

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form of atrocity and devastation, the phial from which all rage is poured. It is the Beast on a cosmic level, present since the first thing rose from primordial void and was filled with anger. It is the Monster, and those who embrace it are called Teramach, the true Berserks.

Gods come in every flavor and creed, from iron-fisted lords of tyranny and war to the more compassionate deities of peace, love, and honor. However, they are not the source of these ideals, but simple examplars of them. Should the God of Honor perish, another would take up his mantle. Honor would not cease to be. Such concepts are far more fundamental and primeval than the Gods they are championed by.

But, then, from where did the mantles arise from? What cosmic principle anchors Honor, and Death, and Love to this world, that they might exist, and be understood, and championed? The answer is beyond the scope of this tale. But, suffice it to say, it is an important thing to be understood. In that chaos before the Gods, before they cut their way through the universal abyss to establish the spiral upon which all the realms turn, there was still violence. There was still anger. Daemons, far older and inscrutable than the Inferni of our era, inflicted pain and terror on one another within a scale so grand that the later, godly, invention of linear time and space has made it impossible to comprehend. It was brutality without limit.

So, when it is said that a Teramach is an avatar of rage itself, do not make the mistake of assuming it is an acolyte of some dark power; a war-priest of The Horned God or a disciple of Summer. They are not champions of a cause, even, dedicated to the principles of fear and blood and violence. They are rage. In the beginning, it will only be a small part of them; a wound in this world where the savagery of old can leak forth. But, in time, it is the fate of these beings to lose themselves to the bleak heat of murder and destruction altogether. Or else be put down before that can happen.

When the Gods arose on the first day, and their legions clashed with the infinite demonic horde, fighting to build each inch of order and stability to the maelstrom, the soldiers named the ubiquitous atrocity of that dreadful epoch and, through dilution and dialect and linguistic drift, from the ancient tongue into Celestial, Infernal, and other child-languages, down to the words of the first mortals, from the Children of the Titans to the Sons of the Fey, the word came to describe any frightening, dangerous, loathsome creature. In Common, these are "Monsters". But "The Monster" from those ageless days is something else entirely.

Making a Monster

What does a Teramach do? A Teramach is, by default, a melee combatant. However, unlike other sorts of strong melee characters, such as the Cleric or Druid, a Teramach specializes in violence to the point where it becomes, at higher levels especially, a sort of toolbox for them. Whereas a Druid might, after defeating a clan of barbarians with a powerful shapeshift, switch to clever spellcasting in order to bypass the mountain full of deadly traps between them and the Dragon within, fulfilling multiple roles, swapping between a square peg to fit a square hole to a triangle peg to fit a triangle hole, a Teramach forces his single role to fulfill all of his needs. He defeats the enemy, sure, but he doesn't end his rampage just because something inconvenient lies between him and his prey. He climbs atop the mountain and crumbles it with his primordial rage, collapsing it upon the fool too cowardly to face him directly. He is a square peg, and if he doesn't fit, he will break the toy rather than compromise. Spellcasters force others to play by their rules. The Teramach tears everyone's rules apart and wields

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the tattered remains as an improvised bludgeoning weapon.

Methods of the Monster

Mythos: A Teramach's power is expressed in terms of one or more "Mythos", the building blocks of the legend that they are, and the stories that they have told and will tell. hile any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 level + Strength modifier, unless otherwise stated). When a Mythos references "allies", it specifically does not refer to the Teramach using it.

Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. Exceptional Mythos tell the tales of thugs, brutes, madmen, psychopaths, cannibals, and serial murderers. The men and women who are animals trapped in human bodies, incapable of living by the laws and ethics of a civilized society. Fantastic Mythos are the ideals of fairy tale monsters - demons, bogeymen, and dragons that terrorize and destroy, devouring knights and ill behaved children, or burning down villages and eating virgin hearts. Legendary Mythos are methods of calamity and ruin; the designs of pitspawned horrors that despoil what is pure, slaughter the armies of men, and burn the land such that life never returns. Exalted Mythos are for monsters beyond this petty world. They eat the sun, and cast the stars down upon the earth, and Hell follows behind them, for fear of their notice.

Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Teramach gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When a Teramach gains access to a Mythos with a list of Advanced manifestations, they may spend 4cp to gain that manifestation as well. Each Tier of Mythos must be unlocked for 12 cp, and upon unlocking it, one Mythos is gained for free. Other mythos are purchased as per normal, though tiers above Exceptional cannot be unlocked until a certain experience level., with Exeptional costing 6, Fantastic costing 8 and becomes unlockable at lvl 7, Legendary costing 14 and can be unlocked at lvl 12, and Exalted costing 24 and can be unlocked at lvl 18 . A Teramach also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up - by destroying part of his humanity to make room for more of the Monster. At any time, a Teramach may destroy one of his own possessions (something that has been in his possession for at least a week's time). The annihilation must be complete enough that the item could never be repaired. The destroyed item's value in gold pieces is recouped by the Teramach as an equal amount of Mythos Points.

By spending 1,000 Mythos Points, and 4cp, he may learn an Exceptional Mythos. A Fantastic Mythos requires 5,000 Mythos Points and 6cp. A Legendary Mythos takes 10,000 Mythos Points, and 10cp. And an Exalted Mythos takes 20,000 Mythos Points and 20cp

For half the listed price for a given Tier, a Teramach may learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.

Excellence in MonstrosityThe Teramach may also learn abilities known as Excellencies. This abilities are generally passive, and more general than Mythos, but useful nonetheless. The First excellency costs 3 points, but this increases by 2 for each Excellency purchased beyond the first.

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By Rage RecastSome of the Teramach's abilities reference a concept known as a "Rage", or a "Rage Effect". Unless otherwise stated, a Rage Effect induces the following behavior for its duration:

"The effected character may not show any manner of restraint in their attacks (for example, they may not voluntarily deal nonlethal damage if there is a suitable lethal method available, or purposefully pull their punches to deal less damage). They may not voluntarily perform movement that would take them farther away from all of their enemies (they may switch targets, but not forsake all of them). If a foe is dropped unconscious, and there are other dangers afoot, they may focus on those other dangers, but if there are no other enemies, dangers, or pressing concerns, they must attempt to kill fallen enemies. Any creature that strikes them (even if that creature is under some kind of outside influence) is considered an enemy (and cannot be considered an ally, obviously) for the duration of the Rage.

A Raging character takes a -4 penalty on all skill checks (other than Balance, Climb, Intimidate, Jump, Listen, Sense Motive, Spot, Survival, Swim, and Tumble checks), and ranged attack rolls (except with thrown weapons), and cannot cast spells, manifest psionic powers, or utilize any other form of complex mental ability.

The Armory of Anger (8cp) A Teramach may choose one of the following

Scarred Flesh:It is not befitting a monster to wear the armor of men. As long as a Teramach is not wearing armor (including armor made light enough to no longer be considered armor for some purposes), they add their Strength modifier as a Natural Armor bonus to their Armor Class. This does not visually alter their appearance. Rather, they merely endure the wounds inflicted upon them, inhumanly continuing their rampage even as they are slashed to ribbons or, especially at higher levels, perhaps their skin, hardened by the countless scars of past battles, merely shrugs aside the blades and arrows of those that come to slay them.

Or

Primitive Brutality:It is not befitting a monster to wield the tools of men. A first level Teramach gains Improved Unarmed Strike as a bonus feat (and is proficient with his own unarmed attacks, if that needs to be said).

At 3rd level, a Teramach also gains a curious kind of proficiency in improvised violence. They suffer no penalty for wielding improvised weapons, but only ones that they have acquired in the current encounter (or within the last minute or so, if one balks at the concept of a 'scene' or 'encounter'). After the encounter ends (or a few minutes have passed since all the action has died down), so does the Teramach's proficiency. Their skill is one of passion and adrenaline, inflicting harm without thought, wrenching loose iron bars and stone doors to break their prey in the heat of a single, horrific moment. After a man has been killed with his own dinner table, that table's purpose, and its charm, are gone. The Teramach cannot coax more enthusiasm into it, any more than an artist can simply disgorge inspiration on command.

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At 5th level, a Teramach adds a +1 enhancement bonus to attack and damage rolls made with his unarmed attacks and improvised weapons that his Primitive Brutality grants him proficiency with, and such weapons may bypass damage reduction as if they were magical. At 10th level, this bonus increases to +2, and they also bypass any damage reduction that may be bypassed by a special material (silver, cold iron, adamantine, etc). At 13th level, this bonus increases to +3, and they also bypass any damage reduction that may be bypassed by a particular alignment. At 15th level, this bonus increases to +4. At 17th level, this bonus increases to +5.

Legends of Wrath: The Mythos

Exceptional Mythos: The Brutality of Men

All-Consuming Rampage ReleasePrerequisite: -

The Monster is angry. Very, very angry. It's angry that it exists. It's angry that others exist. It's angry at the sky above its head, and the ground beneath its feet. Nothing has ever been made that does not make it angry. How is it not justice to repay in kind so infuriating a world?

As a swift action, you may go into a Rage, gaining a +4 bonus to your Strength and Dexterity. When you activate this ability, you may choose for the Rage to last 5 rounds, 1 minute, or 1 hour. This ability may not be activated again until its previous duration has elapsed.

AdvancedFriendship Is Fury:When you activate this Mythos, your madness extends outward to every living ally within 10ft, and their minds are assaulted with a choice. If they choose to gaze into that madness, they go into a Rage for the same duration as your All-Consuming Rampage Release, and gain a +4 bonus to their Strength and Dexterity during this time. If they flinch away, they are Shaken for 5 rounds and, during this time, you cannot consider them an ally and they cannot consider you one (although you are not necessarily enemies).

Torn Muscle Ignorance:You gain Natural Heavyweight as a bonus feat (MotP). While you are in a Rage, you also gain the Powerful Build trait (Whenever you are subject to a size modifier for an opposed check, you are treated as one size larger if doing so is advantagous. You are also considered one size larger when determining whether a creature's special attacks based on size can affect you. You can use weapons designed for a creature one size larger than yourself without penalty.) and you are treated as being one size category larger than you are for the purposes of your unarmed attack damage (if you already houserule that Powerful Build increases unarmed attack damage, ignore this).

Casting Stones At SheepPrerequisite: -

"I paid my taxes, so they built a wall to protect me." he said. "I obeyed the law, so its servants would defend me." he said. "I kneeled to a king, so that his armies would be my shield." he said. "I've done everything right." But the falling stone did not hear him. The wall could not keep his blood inside. The law could not take his pain away. And all the king's men could not put him back

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together.

You gain Brutal Throw, Power Throw, and Throw Anything as bonus feats.

AdvancedBoulder-Hurling Jotunn Stance:While you are in a Rage, improvised weapons that you are proficient with gain a number of range increments equal to your Strength modifier when thrown.

Lamb-Sniping Pitch:While you are in a Rage, you ignore the range penalty for throwing an improvised weapon you are proficient with, up to a number of range increments equal to your Strength modifier (this does not grant extra increments, or reduce the penalty outside of the given range).

Dismembering Gorebeast FuryPrerequisite: -

If it could, would the Monster kill quickly? Painlessly? A knife in the dark, a last gasp, and peace? Of course not. What if the prey merely lay on its back, and pretend? What if it suffered, but did not die? What if it were still alive, now, at this moment, walking around in its meat suit as if it deserved to breathe? The horror of such a notion sends the Monster into screams and convulsions, so it must be certain.

You gain Improved Critical and Power Critical as bonus feats, which apply to your unarmed attacks and attacks made with improved weapons you are proficient with. When you kill a living enemy, you may choose to gruesomely dismember them as a free action, leaving their limbs and organs strewn about the space they previously occupied, and likely your own space, and spaces adjacent (in addition to being horrible, this may also complicate spells such asRevivfyandRaise Dead). If you are in a Rage, you do not get to choose; youmustdismember valid enemies that you kill.

BasicBreak Down The Meat:The base critical threat range of your unarmed attacks and improvised weapons you proficiently wield is increased by 1.

Flesh-Pulping Fists:The base critical multiplier of your unarmed attacks and improvised weapons you proficiently wield is increased by 1.

AdvancedBone-Rattling Force:When you deal a critical hit with an unarmed attack or an improvised weapon you are proficient with, you also inflict 2 Ability Damage to an ability score of your choice. At 7th level, if you are in a Rage, this becomes Ability Drain. At 10th, 13th, 16th, and 19th level, the amount of Ability Drain dealt increases by 1 if you are in a Rage.

Skin Parts Like Water:When you are in a Rage, the base critical threat range of your unarmed attacks and improvised weapons you proficiently wield is increased by 1.

Fury Is FreedomPrerequisite: -

The Monster cannot be controlled; not by others, and certainly not by itself.

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As an immediate action, while in a Rage, you may rid yourself of one ongoing hostile spell or spell-like ability currently effected you, or one of the following conditions: Confused, Cowering, Dazed, Fascinated, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Stunned, or an external, hostile, alteration of your form (such as being turned to stone by an instantaneous-durationFlesh to Stonespell). You may activate this ability even if one of the stated conditions would prevent you from taking such an action (such asDominate Persontelling you not to, or Stunned preventing you from taking actions at all).

Using this ability deals 1 point of damage to you, per effective spell level of the effect (or 1/2 your character level, if no effective spell level can be derived). This damage bypasses damage reduction. If this damage is still somehow mitigated or negated, this ability has no effect.

God-Smashing BlowPrerequisite: -

Once the Monster is in the throes of combat, his prey has only one hope to survive. If they are thrown to the ground, or knocked far enough away, perhaps he will forget about them in the pursuit of less fortunate victims.

You gain Improved Trip as a bonus feat. At the end of your turn, you may choose one enemy that you successfully hit and dealt damage to during your turn. You may make a free Trip attempt against the chosen enemy, without requiring a touch attack to begin, and without them being able to react to counter-trip you if you fail. Enemies take a -2 penalty to the opposed roll to resist for every one of your attacks that hit them this turn beyond the first.

If you successfully trip an enemy with this ability, you have the choice to forget about the humbled foe. In this case, they no longer count as an enemy for the purposes of the behavior your Rage effects induce upon you for the remainder of the encounter, or until they invoke your ire again in some way.

AdvancedGod-Kicking Boot:You gain Improved Bull Rush as a bonus feat. Instead of gaining a free Trip attempt with your God-Smashing Blow, you may choose to instead gain a free Bull Rush attempt. Unlike a normal Bull Rush, you may send the target in any direction of your choosing. If you succeed with a wide enough margin to push the victim beyond 5 feet, you may do so without needing to follow them. Instead, you merely send them arcing through the air with a mighty blow. If this causes them to strike a solid barrier, they and the barrier both take 1d6 damage per 5 feet of forced movement that they were unable to take due to striking the barrier. If sent flying at a living creature, that creature has the opportunity to make a Reflex saving throw to avoid acting as a barrier, allowing the victim of your assault to continue their travel on a successful save. (This functions like the base God-Smashing Blow in all other ways.)

Godplate-Piercing Strike:You gain Improved Sunder as a bonus feat. Instead of gaining a free Trip attempt with your God-Smashing Blow, you may choose to instead gain a free Sunder attempt against the armor (or robes, clothing, etc) worn by your chosen target.

As a completely separate ability, which benefits all Sunders, regardless of whether they are part of a God-Smashing Blow - if you destroy a suit of armor with a successful Sunder, and then kill the wearer in the same encounter, the value of that armor is granted to you as Mythos Points.

Psychotic Sapience-Brutalizing DevolutionPrerequisite: -

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Complexity is pain and weakness and indecision. To become the Monster is to gain the certainty never afforded to men. That terrible creature long ago tore from itself all of that which was not rage and murder, and by subtraction it became perfect and complete in its atrocity.

For every 2 points of Intelligence Burn you are currently suffering from, you gain a +1 insight bonus on Will saving throws. Your Intelligence can never be reduced below 1. Regardless of how low your Intelligence score ever becomes, you retain the ability to speak as well as you've ever been able to, in whatever languages you'd normally know. However, this doesn't guarantee that what you say will be meaningful. At around animal intelligence, it's likely to just be words randomly strung together that tangentially relate to the situation ("Kill, Maim, Burn! Kill, Maim, Burn!"), or simple direct phrases ("Hungry", "Tired", "Hate You") or, at best, instinctually remembered speech (for example, a character that often exclaims "Gods Below" when angry or surprised, might still instinctively shout it under similar conditions after being reduced to 1 Intelligence, but they won't ascribe linguistic significance to it any more than a wolf does to its growl). Of course, this provides other utilities, such as the ability to continue to activate command-word magical items, so long as you've done so while at higher-than-animal intelligence, or if it is taught to you.

As a swift action, you may deal 1 Intelligence Burn to yourself in order to go into a Rage for 24 hours (the Burn is a cost; if it is negated, you do not go into a Rage).

AdvancedThe Emperor's Demon Dog:While you are reduced to animal intelligence, a character with the Familiar, Animal Companion, or Special Mount feat that is does not currently have a Familiar, Animal Companion, or Special Mount, may perform a ritual on you that requires 1 hour and 100 gold pieces in mystical ingredients, provided that you are willing. Afterward, you become something akin to a makeshift companion; they may not gain a new companion for their ability without releasing you first, and you may not be a companion to multiple people at once.

As a Familiar, you gain the "Share Spells" and "Empathic Link" abilities, as a normal Familiar would. You also gain the "Deliver Touch Spells" and "Scry On Familiar" abilities when your master is high enough level that their Familiar would normally.

As an Animal Companion, you gain the "Share Spells" ability, as a normal Animal Companion would, and spells cast by your master that modify "natural weapons" may target your unarmed attacks as if they were natural weapons. In addition, when you are in a Rage, and your master is Wildshaped, you both deal +4 damage with melee attacks to targets that you both flank. You also gain the "Devotion" ability when your master is high enough level that their Animal Companion would normally.

As a Special Mount, you gain the "Share Spells" and "Empathic Link" abilities, as a normal Special Mount would. You also gain the "Improved Speed" and "Command Creatures Of Its Kind" abilities when your master is high enough level that their Special Mount would normally.

Finally, regardless of the kind of companion you are, the first time in an encounter that a Rage effect would compel you to consider your master an enemy, you may ignore it. The benefits of this portion of the Mythos recede if your Intelligence returns to above-animal levels, but returns once you devolve once more. (Similar companion-granting abilities that were not listed may also have interactions with this Mythos, at the discretion of the group.)

Vomit Forth Apocalyptica:While you are suffering from at least 1 point of Intelligence Damage, Drain, or Burn, you may use the demoralizing function of the Intimidate skill as a swift action.

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However, if you do so, it has no effect on creatures that cannot hear you, and creatures that do not understand the language you're speaking receive a +4 bonus on the roll to resist.

Raging Behemoth ChargePrerequisite: -

When the Monster isn't killing, it's thinking about killing. It's fantasizing about the surprised squeak of fleeing prey, and the foregone farce of the chase, and the final, inevitable release of life and limb. But nothing is a substitute for the real thing. In the throes of their terror, witnesses might even mistake the creature's rage for a moment of joy as it catapults itself into a new act of violence.

You gain Improved Initiative as a bonus feat.

In addition, whenever the initiative count reaches 4 points higher than your current initiative, you may choose to take your turn then (for instance, if you rolled a 12 for initiative, you could act as if you had rolled a 16). However, you may only do so if there is a valid means for you to Charge an enemy, and youmustcommit to a Charge. This does not actually raise your initiative count; on the following turn, you act on your prior initiative again, unless, of course, you choose to Charge again, and make use of this ability.

AdvancedAbrupt Lunge:You gain Fleet of Foot as a bonus feat (CW). In addition, you may Charge as a standard action. However, if you do so, you may only move up to your Speed, rather than double your Speed.

Stone-Cracking Footfalls:You may ignore Difficult Terrain when you Charge. Furthermore, while in a Rage, you may choose to pound the ground flat when you Charge, completely removing viable Difficult Terrain that you move over. "Viable" examples might be uneven footing, debris, thick undergrowth, and so on. Obviously, you can't pound away waist-high water (unless you've got some other ability that would make that make sense, in which case, go for it!).

Terrifying Thunderclap Blessing:Thunder is scary, but warns of the coming lightning. Smart folks give into the fear, and move aside to let the storm pass. Others stand on hilltops waving their umbrellas and shouting blasphemy. These are the same ones who choose to stand between the Monster and his meal. When you Charge while in a Rage, any enemies in a position to make an Attack of Opportunity against you during your Charge are instinctively aware that something bad will happen if they do. Anyone that still chooses to make an Attack of Opportunity against you, despite the warning, is subject to your choice of either a free-action Demoralize attempt (as per the Intimidate skill), or a free-action melee attack. Your attacks or demoralizing attempts are made before the attacker's attack roll.

Retribution Will FollowPrerequisite: -

None would call the Monster's prey 'fortunate', save that perhaps one could take solace in the fact that, once dead, they no longer must share a world with such a creature. Still, the greatest pity must be reserved for those victims stupid enough to actually fight back.

When you suffer damage, you fly into a Rage for 5 rounds, gaining a +4 bonus to Strength and Dexterity for the duration. However, if a living enemy incited your Rage, it gets first priority over all other enemies, and you must attack them in preference to anything else if it is reasonable

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possible for you to do so (i.e. if your priority target has damage reduction that is nearly impossible for you to overcome, you may choose a different target to pursue - work with your DM and use your best judgment). If you have multiple 'first priorities' from having been struck multiple times, you may freely choose among them.

Taking damage again while in this Rage does not create a new Rage effect, or stack additional bonuses. However, it does reset the duration back to 5 rounds, and (as stated above) add new priority targets.

AdvancedHate Feeds The Meat:The Rage induced by this Mythos also applies a +4 bonus to Constitution. However, unlike normal Constitution gain, the hit points provided are Temporary Hit Points that stack with any other source of Temporary Hit Points, rather than real ones.

Provoking The Hellborn:The Rage induced by this Mythos also applies Resistance 2 to Fire, Cold, Electricity, Acid, and Sonic damage. This increases to 5 at 7th level, 10 at 12th level, and 15 at 17th level.

Resistance Is Futile:The Rage induced by this Mythos also applies damage reduction x/- for the duration. X equals 2 at 1st level, 4 at 4th level, 6 at 8th level, 8 at 12th level, 10 at 16th level, and 12 at 20th level.

Wounded-Appurtenance Incitement:The Monster doesn't care for others, but a threat to itself is unforgivable. Of course, the Monster is not so simple a creature as any mortal, whose identity extends no farther than their own skin casing.

The Rage induced by this Mythos will now activate whenever someone with whom you have a powerful bond with is harmed, or is threatened with harm, and you perceive it, in additional to the normal circumstances under which it may activate. A "powerful bond" can be a familiar, animal companion, special mount, a cohort gained from a Leadership or Wild Cohort feat, any ally that is a child or grandchild, or an ally with at least one level of Teramach whom you have fought and killed alongside in the past. An Undead creature can never have this bond, even if they would otherwise qualify. Other bonds can be considered strong enough, at the discretion of the group.

Double the bonuses granted by this Mythos for the duration of any encounter in which a character that you had a powerful bond with dies.

Sacrosanct Blood-Titan Idol AdoptionPrerequisite: -

When the Gods found the universal Abyss and its titans too great a challenge to conquer on their own, they forged their minions, the first Archons, Angels, Modrons, Guardinals and other sundry forces of stability, that they might march forth and tame the chaos. And, to these creatures, they gave the fires of creation, to unweave the maelstrom and build things of permanence. And what was the firsttrueobject ever made? An iron sword; a weapon to kill their demonic foes more effectively. That choice - to use this most wondrous force of law and creation to spread violence - was a gift to the Monster. It was an offering placed at the feet of his blood-soaked altar, and his acceptance of so earnest a tribute became this Mythos.

When you gain proficiency with an improvised weapon via Primitive Brutality , if that weapon is also a manufactured weapon, you may use its base critical threat range, its range and number of range increments, any additional qualities of the weapon (such as using a Halberd to set against a

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charge, or trip without being counter-tripped), and any magical enchantments on the weapon (such asFlaming, orBane).

BasicTribute-Accepting Reversal:You gain Improved Disarm as a bonus feat. Double the base damage of manufactured weapons that you have gained proficiency with via Sacrosanct Blood-Titan Idol Adoption, when used against the enemy that you disarmed the weapon from.

Impromptu Quick-Time Inspiration:Choose one martial Strike-type maneuver of the Stone Dragon, Tiger Claw, and Diamond Mind disciplines. Each maneuver's level must be (class level / 2, rounded down) or less, but you may ignore other prerequisites. You may alter your choices after 8 hours of rest. Once per encounter, you may use one of your selected maneuvers, but only with a manufactured weapon that you have gained proficiency with via Sacrosanct Blood-Titan Idol Adoption. Bludgeoning weapons use the Stone Dragon maneuver, Slashing weapons use the Tiger Claw, and Piercing weapons use the Diamond Mind. If a weapon deals multiple kinds of damage, you may choose which applicable maneuver to use.

Curse-Diluting Violence Sincerity:You ignore penalties to your attack, damage, armor class, speed, skill checks, ability checks, and ability scores from Cursed magic items. You always treat Cursed magic weapons that cannot be discarded as having been found during the current encounter for the purposes of Primitive Brutality. You may choose to completely ignore all statistics of Cursed magic armor that cannot be discarded, functioning as if you were not wearing it at all (except that your armor-slot for magical items is still occupied), and retaining your Scarred Flesh bonus. This choice lasts until you are ever eventually rid of the armor. Cursed magic items that alter your alignment do not alter your alignment, but cause you to be detected as the altered alignment by magic that discerns such things, for the same duration.

World-Breaker GripPrerequisite: -

When the Monster looks at the world, all it sees are things to kill, and things to kill with. The two are certainly not mutually exclusive.

You gain Improved Grapple as a bonus feat.

As a swift action, while you are in a grapple, but not pinned, you may make a grapple check against your enemy. If you succeed on this check, you place a grappled opponent "In Your Grip", and are no longer grappling with them. You are free to move around and act as normal, dragging them along for the ride, in which they occupy the same space that you do. However, you must devote at least one hand at all times to maintaining your grip (you may have multiple enemies In Your Grip at a time if you're willing to devote as many hands). As a free action, you may relinquish your grip at any time, dumping the foe into a square within your Reach.

While a victim is In Your Grip, they may take no actions other than to attempt to break free, which requires a standard action. They make a grapple check or Escape Artist check, opposed by your own grapple check and, if they succeed, they break free, falling in an adjacent space of their choice. If they fail, they remain In Your Grip.

An enemy In Your Grip may be used as an improvised weapon, and you take no attack roll penalty for wielding a foe who would be considered too large for you to normally wield as a weapon. Whenever you succeed in striking something with this improvised weapon, half the damage dealt is also dealt to it. After it becomes a corpse, it may still be used as a weapon, but for each successful attack made with it, assume that enough mass is torn away that it is reduced one

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weight category for the purposes of determining an improvised weapon's statistics.

Fantastic Mythos: Beyond Human, Beyond MercyHot-Blooded Lunatic ConflagrationPrerequisite: -

You gain Controlled Immolation as a bonus feat (UA).

If you are holding a source of fire, or there is an unoccupied source of fire within your Reach (such as a brazier, torch, or just rampant wildfire), you may spend a free action once per round to swipe a limb through it and take 1 fire damage.

While you are in a Rage, you gain Fire Resistance 10, which stacks with other sources of Fire Resistance granted by Mythos, and whenever you reduce or negate fire damage via a source of Fire Resistance or Immunity, you alwaysCatch On Fire, the offending flames spreading to wreathe your entire body.

While you benefit from Controlled Immolation in a Rage, you have a +2 circumstance bonus on Intimidate checks, your melee attacks deal an additional 1d6 fire damage, creatures you grapple with take 1d6 fire damage each round, and flammable thrown weapons that you throw automatically catch on fire and deal an additional 1d6 fire damage. Creatures dealt damage by this Mythos, or your Controlled Immolation feat, automatically risk Catching On Fire. The initial saving throw to avoid this fate is calculated as (DC 10 + 1/2 your level + your Strength modifier), but subsequent saving throws remain at DC 15.

BasicPlunder-Warding Inferno Shell:At your option, objects that you are wearing when you Catch On Fire, but not that you're holding or equip while on fire, share any Fire Resistance or Immunity you have from Mythos until you stop being on fire. Their temperature increases, but they are never allowed to take damage or combust.

Burning Blood Perpetuity:When you Catch On Fire while in a Rage, the fire will not naturally extinguish until your Rage ends.

Humanity-Reaving Psychosis EchoPrerequisite: The "Post Traumatic Brutality Roar" Mythos

Those that witness the Monster and somehow survive are forever scarred by it, wracked with horror far longer and deeper than the moments or minutes the Monster would have spent dismembering them. Some become shut-ins, quivering under their beds like frightened rodents,

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scurrying out only to find sustenance before hiding once more from the Monster they know may come for them again. Others cannot bear the burden of their fragile life any longer, and commit suicide rather than face reality. The worst fate is for those that open their eyes to the abyss, and make themselves to stare into it, transforming their fear into something altogether unwholesome.

With this Mythos, your Post-Traumatic Brutality Roar grants an option to Humanoids and Monstrous Humanoids that are inflicted with the permanent psychological trauma effect of that ability. They may, at any point, accept the horror inside themselves, and cast off the mental scarring entirely, no longer increasing their level of fear when you scare them. In exchange, they undergo a metamorphosis.

If the character had the 'average array' or 'non-elite array' for their ability scores, they gain the 'elite array', and their array is shuffled around to favor physical abilities more than mental.

If the character had NPC class levels, they may trade in a single level of an NPC class to gain one level of Teramach, and may also trade in additional levels in an NPC class for more levels of Teramach, at a ratio of "2 NPC levels to 1 Teramach level". A character with PC class levels but no NPC class levels may make a similar trade, but they may trade levels of a PC class for levels of Teramach at a "1 to 1" ratio. A character with racial hit dice, but no class levels of any kind, may lose 2 racial hit dice (or 1 if they only have 1), and replace it with a single level of Teramach. At this point, their skill points and feats may be shuffled around (taking into account that an alteration of their base Intelligence score will alter the number of skill points they have), favoring those that enhance the infliction of violence over those that do not.

The character's alignment becomes Chaotic Evil, as they seek to inflict the very worst of every nightmarish thought that their tainted minds have ever considered, indiscriminately. They are little more than rabid monsters now, even if they wear the appearance of a man, and will actively seek out the more mentally altering of the Monster's Mythos, such as Psychotic Sapience-Brutalizing Devolution or Untamed Apocalypse Shintai. Perhaps worst of all, these creatures instinctively do not attack one another. If they find others like them, they become like nomadic pack predators, a roaring blight on the world without mercy or humanity. Those that rise to become the alphas of these murderous hordes will focus on fear-inducing Mythos, eventually attaining this one as quickly as possible, to create more beings like themselves.

BasicMerciful Abyss-Gazing Nightmare Therapy:Characters with NPC class levels, or no class levels at all, with a character level lower than your own, no longer get a choice; not for long, anyway. The first time they lose consciousness (usually via sleep), theymustcast off their humanity, becoming a Reaver with the maximum number of Teramach levels that they are permitted. After a minute or so of unconsciousness, the new monster awakens, silently, softly, and utterly insane.

I Felt Like Destroying Something Beautiful:This Mythos now offers its psychosis to Outsiders, Dragons, Fey, and Giants that are "Usually" or "Always" some form of Good or Lawful. If they had the [Good] or [Lawful] subtypes, they do not lose any of their alignment subtypes, but also gain the [Chaotic] and [Evil] subtypes, and their home plane becomes the Abyss.

As In The Beginning, Madness Once More:This Mythos now offers it psychosis to Outsiders, Dragons, Fey, and Giants that are "Usually" or "Always" some form of Evil or Chaotic. If they had the [Evil] or [Chaotic] subtype, but not the other, they gain the other subtype as well, and their home plane becomes the Abyss. The consequences of Abyssal Demon Lords united together in a shared madness the likes of which has not been seen since before the rise of the Obyriths is best left uncontemplated.

I'M NOT DONE WITH YOU YETPrerequisite: Intimidate 10 ranks

As a standard action, you may viciously beat a corpse that has been dead for no longer than 1

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round per point of your Strength modifier, briefly resuscitating them back to the land of the living. They have 0 hit points and are conscious. In this state, they are incapable of taking actions of any kind, except free actions to speak, and resist all attempts to heal hit points of damage from them. They remain this way for about 2 minutes, before their natural death finally catches back up with them. During this time, if you are the one that killed them, you apply a bonus on Intimidate checks made against them equal to your Strength modifier, and heal one hit point for every threat you make to harm their still-living loved ones, to a maximum of (your class level) points of healing.

If a character is used as an improvised weapon via the World-Breaker Grip Mythos while in this state of temporary life, they allow you to make a free-action Demoralize attempt against anyone successfully struck and dealt damage from them. (Note that, at 0 hit points, a single strike is likely to kill them again.)

Once a character has been revived this way, they cannot be again until they have been truly brought back from the dead (such as by aRaise Deadspell). Once per life!

AdvancedI WILL MURDER YOUR DEATH:As a standard action, you may viciously maul a corpse that has been dead for less than 1 full round. The mauled corpse returns to life with 0 hit points, and conscious, and then takes 6 Strength, Dexterity, and Constitution Burn from the violent physical trauma. This loss of Constitution does not lower their current hit points (that would be dumb). For the next week, the revived character's natural healing rate is halved.

TELL ME WHERE YOUR GOD IS:When you kill a living creature with a melee attack, you may choose to have them immediately stagger and stumble up to 1/2 their movement speed in a direction of your choice, before collapsing at their new location. Even though they are dead, their eyes remain open, their limbs spasm and contort, and they shriek and howl with inhuman horror, as their soul convulses on its way out of the mortal coil. This horror show lasts for 5 rounds. During this time, when you Demoralize with the Intimidate skill, it targets every enemy within 10 feet of the flailing corpse who is of the same creature Type or personally knew the deceased, and that can hear you, in addition to your standard target. If you have multiple flailing corpses deployed at once, your intimidation resonates through all of them.

A character targeted by multiple Demoralizations via this ability, either by being in overlapping horror shows, or by being your initial target and within a corpse's radius, is only Demoralized once.

Impudence-Rewarding GesturePrerequisite: -

When a creature, with a Strength score of one-half of your own or less, attempts a melee touch attack, opposed grapple check while they are pinned, unarmed attack, attack with a natural weapon, or attack with a light weapon (if the creature is one size category smaller than you, one-handed weapon also count; if the creature is two or more size categories smaller, then any melee attack counts) against you, you may perform a special counterattack as an immediate action. If they missed you, they avoid their fate with a Reflex save. If they hit you, they must instead rely on an opposed Strength check with you (this is always the case if the triggering action was an opposed grapple check). Failure allows you to grasp the offending limb and break it. The victim takes 6 Strength damage, 2 Dexterity damage, and 2 Constitution damage. Recovering this ability damage naturally takes ten times the normal amount of time. They drop any item held by the broken limb, and cannot use it until all of the related ability damage heals.

Joyful Cessation of RestraintPrerequisite: -

As a standard action, you may engage in a Full-Attack.

Advanced

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Collapsing World Avalanche:When utilizing a Full Attack, as part of each attack made in the Full-Attack, before making the attack roll, you may drop one or more things that you're holding, and you may grab an unattended improvised weapon within your Reach. Each attack in your Full-Attack that uses a different improvised weapon from any previous attack you've made in the last 5 rounds is made at your full base attack bonus.

Pouncing on Helpless Prey:When you Charge, you may make a Full-Attack in lieu of the normal attack made at the end of a Charge.

Perpetual Rage EnginePrerequisite: -

Every time you make a melee attack (whether you hit or not) against an enemy, you may go into a Rage that lasts until the end of your next turn. During this Rage, you gain a +1 bonus to your Strength. If you trigger this Rage again, it does not create a new Rage effect, but instead resets the duration of the Rage to last until the end of your next turn again, and increases the Strength bonus by 1. This bonus will continue to stack up to a maximum of your level.

If this Strength bonus hits its maximum, you also grow in size by one category for the duration, assuming you have space to do so. If you do not, your bulk expands to the maximum size it can, bursting any non-magical confinement with a Hardness less than your Strength score. If you are still unable to reach your maximum increased size, you simply stop growing until such time that you do have sufficient space.

AdvancedDebris-Hurling Whirlwind Rage:Ranged attacks made with thrown improvised weapons that you are proficient with also trigger the Rage induced by this Mythos, in addition to melee attacks. When the Strength bonus provided reaches its maximum, you may make a single additional attack at your highest base attack bonus whenever you use a Full-Attack composed entirely of throwing improvised weapons.

Gamma Giant Expansion:Your size no longer increases as a result of the Strength bonus from Perpetual Rage Engine reaching its maximum. Instead, while in a Rage, your size increases by one category.

Post-Traumatic Brutality RoarPrerequisite: Intimidate 10 ranks

You gain Imperious Command as a bonus feat (DotU).

While you are in a Rage, as a standard action, you may Demoralize with the Intimidate skill, but apply your Demoralization to all enemies that can hear you within 60 feet.

Then, you may make a second Demoralization, and apply it against all enemies that can hear you within 60 feet that have previous seen you 'torment' a living creature with above-animal intelligence to death. In this case, to qualify as tormenting something, you must have dealt damage to it four or more times before its eventual death and, in the span of four consecutive hits, they must not have damaged you more than once. (At the discretion of the group or DM, any excessively one-sided, thouroughly gruesome and prolonged act of violence can qualify, but this is a rough guideline.)

If you cause an enemy to become Panicked through use of this Mythos, they must make a Will save or be permanently psychologically traumatized. When you inflict fear on a character traumatized in this way, they act as if they were suffering from one level of fear higher than they are (Frightened instead of Shaken, Panicked instead of Frightened). If this would push them above Panicked, they instead Cower, curling into a fetal position, shrieking and sobbing in horror.

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AdvancedGrotesque Phobophage Acclimation:While in a Rage, you may restrain yourself when attacking a creature under some variety of fear condition, dealing less damage than you might otherwise, or even dealing nonlethal damage. If you kill a creature, while in a Rage, while they are inflicted with fear, and you dealt them at least four separate sources of damage in the current encounter, you literally consume the terror released from them as their life gutters away and their soul moves on. This nutrition removes your need to eat, sleep, drink, or breathe for 24 hours afterward.

Paroxysmal Demon-God Clangor:The area effected by this Mythos increases from a 60ft radius to a 100ft radius. In addition, you project a 30ft cone (+10ft per size category above Medium) of sound so loud that those within must make a Fortitude save or take 1d4 Sonic damage per two levels.

Roosting Hoard-Serpent AvaricePrerequisite: You must own some amount of land. This could be an estate you legally acquired, or a cave system that you found, slaughtered the inhabitants, and strung their disfigured corpses up on banners to mark your territory, or something of a similar nature. If your ownership were contested, it must be a place that you would fight for.

You gain the ability to create a Monster Hoard. To do so, you must place some amount of your possessions (each of which you must have owned for at least a week to qualify as a 'possession' for these purposes) in a big pile somewhere within your territory (the total value must be at least 10,000gp, or else it ceases to be considered a Hoard). If you are intelligent enough to count, you must then painstakingly count every item within. If you aren't that smart, simply roosting upon the pile for a few hours, reveling in your own mindless greed, is sufficient.

Once your Hoard is created, you have a perfect mental catalogue of everything within, down to every copper piece and shiny pebble, which you can recall at any time. In addition, when someone other than you tampers with your Hoard, no matter where you are in the Multiverse, you have a sudden, powerful feeling that something isterribly wrong. The feeling is strong enough to wake you from sleep. The anxiety caused by such an event grants you the following benefits when you are traveling directly from where you are back to your Hoard: When calculating uncontested overland movement, you move at double the speed of a Hustle, do not take nonlethal damage from Hustling, and do not need to eat, drink, or sleep as long as you continue to move towards the Hoard.

After you return to a tampered Hoard (or the place where it was, if nothing is left), you become aware of a faint pain in the recesses of your mind. By concentrating on it as a standard action, you become instinctively aware of the cardinal direction that any hoard-thieves are in relation to your current position, as a sort of unusually pungent scent (or if they are on another Plane, and whether they are on an Inner, Outer, Demi, or Transitive Plane). This scent also relates whether a given thief is within 100ft, 100 miles, or farther than 100 miles away. If you ever enter within 30 feet of a hoard-thief, you automatically go into a Rage which lasts for as long as they are within your line-of-sight, plus 5 rounds.

If there are magical items within your Hoard, their love for your avarice binds them to you. This can affect one piece of magical equipment per body slot (hands, feet, head, throat, etc), allowing you to benefit from them in all ways as if you were wearing them, regardless of your distance apart. This only applies to a particular item if your physical slot is not already occupied, in which case the item you are wearing takes priority. If an item you were using in this way is removed from your Hoard, you immediately lose the benefit. (Also, note that the magic required for the binding in this Mythos is provided by the items themselves, and this ability is not, itself, magical.)

While you are asleep, you may choose to dream about your Hoard. This dream lasts for four hours and, if it is allowed to finish unhindered, you may change which magical items in your Hoard are mystically bound to you (swapping out, for instance, an Amulet of Health for an Amulet of Natural Armor).

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Finally, while you rest on top of your Hoard, your natural healing rate is doubled.

AdvancedEsurient Wyrmbreath Prana:You gain a special "Breath" slot for magical equipment, which may only be filled by items in your Hoard, and only by items that have a power that must be activated in some way (such as a scroll, wand, a sword that shoots fireballs with a command word, etc). While equipped in this way, you may activate the item as if you were holding it. Any visual display that originates from the user (such as the bead that becomes a fireball, or the origin point of a lightning bolt) is altered such that it issues forth from their mouth, resembling a breath weapon. If the chosen item would require a Use Magic Device check for you to activate, you are considered to have automatically succeeded on it with each use.

Monster Eats Its Own Heart:As a full-round action, you may bring up the mental catalogue of your Hoard, and decide to discard any number of items therein, repaying their unquestioning love with dismissive contempt. The item, rusts, rots, shatters, or is otherwise rendered worthless out of sheer sorrow, and its value is instantly distributed to you as Mythos Points.

Slumbering Atop A Golden Golgotha:While resting on your Hoard, you may naturally recover Ability Drain as if it were Ability Damage, you gain a +4 morale bonus on saving throws against disease, you automatically succeed on saving throws to prevent Negative Levels from permanently decreasing your character level, and you do not age.

Screaming Meat ShieldPrerequisite: The 'World-Breaker Grip' Mythos

It is true that actions that do not directly contribute violence to others chafe against the Monster's ego, and his aptitude for them is likewise lessened. Unfortunately for those that presume to fight him, they will soon discover the brutal ingenuity with which he has learned to apply violence to every action and facet of his existence.

As an immediate action, while you have a creature In Your Grip, you may interpose them between yourself and any attack aimed at you that has an attack roll. If the attack roll succeeds in hitting you, the attacker must make a Reflex save. If they fail, the attack instead hits the victim In Your Grip, sparing you entirely.

AdvancedEnemies-As-Plowshares Rampage:If you have a creature In Your Grip, when you spend a move action to move, you may grind your held prey (often face-first) on an adjacent solid surface, such as the ground or a wall. They take 1d6 damage per 10 feet that you move.

Filicidal Parry Guffaw:When you successfully use Screaming Meat Shield to force an attacker to deal damage to one of their friends or loved ones, you may attempt to Demoralize them as a free action. If they killed their friend or loved one with the attack, they suffer a -4 penalty to resist.

Transmute Armor To Coffin:As a standard action, you may deal damage to the armor of a creature held In Your Grip as if you had struck it with an unarmed attack, ignoring its Hardness. If the armor is metal, or of a similarly hard and inflexible material, and you succeed in reducing it to 0 hit points, it ceases to provide any protection, but it has not simply fallen off. Rather, you have twisted it into an excruciating husk that still clings to the unfortunate soul inside. Make a Strength check.

While a creature is still encased in one of these twisted husks, they are restricted by the maximum dexterity bonus, armor check penalty, arcane spell failure, and speed reduction of the armor, without its masterwork quality, or any enhancements it would have had, as if they were still wearing it (and cannot wear a second suit of armor over it). They take the armor's armor check penalty to their attack rolls and other skill checks as if they were not proficient with its use. Furthermore, every time they take a standard or move action, they take 1 point of damage (a full-

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round action deals 2).

Prying the armor off requires a Strength check with a DC equal to the Strength check you made when you first sundered the armor onto them. The armor can be cut off, by effectively sundering it a second time, overcoming its hardness, and dealing enough cumulative hit points of damage to equal what its maximum hit point total would be before it was twisted. However, so ensconced is the husk that any source of damage put forth to cut it off also likewise damages the creature it is attached to.

If you kill a creature while it is wearing broken armor twisted onto them by your use of this ability, the gold piece value of that armor is gifted to you as Mythos Points.

Solipsistic Reality-Rejecting DevolutionPrerequisite: -

For every 2 points of Wisdom Burn you are currently suffering from, you gain a +1 insight bonus on saving throws against effects that must be seen, heard, or understood to take effect (including all gaze attacks, illusions, and language-dependent effects). Your Wisdom can never be reduced below 1. Regardless of how low your Wisom score ever becomes, you do not take a penalty on Spot and Listen checks, except on checks to notice fine detail. For instance, if you have a Wisdom of 1, you would not take a penalty to notice that a ninja was sneaking up on you, but you would take the normal -5 penalty to notice that his clothes are "black", instead of "orange", or "chair", or "quadratic meat bicycle". Similarly, you would not take a penalty to hear that a conversation is happening, but you would take the penalty to discern what the conversation was about. Consequently, groups of Teramachs with this Mythos learn to scream as loudly as possible at one another, to reduce the Listen DC as far as they can, ensuring that what they say is what the other hears, rather than a casual comment about cabbage being interpreted as a 500 paragraph epic poem about bees.

While you are in a Rage, and your Wisdom is 1, you are immune to mind-affecting effects, except those that directly compel you to inflict violence or fear on something other than yourself (or your possessions).

As a swift action, you may deal 1 Wisdom Burn to yourself in order to go into a Rage for 24 hours (the Burn is a cost; if it is negated, you do not go into a Rage).

AdvancedI Can See Forever:You apply double your Wisdom penalty as a bonus on Spot and Listen checks that are already prevented from being penalized by this Mythos. In addition, if you are on the Prime Material Plane, you may swap between seeing the Prime, and gazing into the Ethereal Plane, as a free action. Without prior knowledge of the planes, you have no idea what you're seeing; as far as you know, you can simply "switch on" some fairly consistent hallucinations by concentrating for a moment.

Senseless Violence Acceptance:Sometimes, the eyes and ears deceive, but anger is true. While in a Rage, if you have at least 1 point of Wisdom Damage, Drain, or Burn, you ignore the miss chance inflicted by Concealment or Total Concealment.

Tireless Abomination VitalityPrerequisite: -

Oh, what an idyllic notion, that one day the Monster might rest; that, one day, we might all awake to a world in which all people, everywhere, live in harmony and peace, and no Monsters snatch our children into the dark to be butchered, and no fattened lords step over the corpses of the starving homeless without batting an eye. It is certainly not this day. Today is for the sadists and the wolves, for insurmountable injustices and pointless calamities that can be struggled against but never defeated. Today is just one more day.

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While in a Rage, you gain Fast Healing 1, which stacks with all other sources of Fast Healing, and you ignore the penalties inflicted by Fatigue, and lessen the penalties inflicted by Exhaustion by 4.

BasicSleeping Off Broken Bones:You gain Faster Healing as a bonus feat (CW).

Simmering Slaughter Preparation:The Fast Healing granted by this Mythos applies even when you are not in a Rage.

Advanced...I Got Better: You may now recover points of Ability Drain as if they were points of Ability Damage via natural healing.

It Came From The Depths:You do not take damage due to being in a vacuum (like space!), or from excessive environmental pressure (such as from the deep ocean). Multiply the number of rounds you can hold your breath by 10. At 9th level, instead multiply this by 100. At 12th level, you no longer need to breathe at all.

Nerveless Flesh Abundance:The Fast Healing granted by this feat improves by +1. At 10th, 13th, 16th, and 19th level, this improves by another +1.

Legendary Mythos: Infamy in Monstrosity

Embody The Traveling MassacrePrerequisite: -

Before you Charge, make an attack roll (with the bonus to attack rolls normally recieved on a Charge, and any other bonuses you normally recieve to charge attacks). If you make an attack at the end of the charge, this is the attack result you will use. If you may make multiple attacks at the end of a charge, this is the attack result for the first attack.

You may attempt to charge through spaces occupied by other creatures. When you do so, creatures in your way may either attempt to avoid you if there is sufficient space for them to move aside, making a Reflex save to achieve that effect. If they fail, or do not attempt to move, apply the above attack roll to them, dealing damage as if you had struck them with an unarmed attack if you succeed. If this kills them, knocks them out, knocks them prone, or otherwise removes them from your path, your charge continues. If they still stand, your charge must end (if you may make multiple attacks at the end of a charge, you may make them now, with the prior attack counting as your first attack in the series).

While in a Rage, if you have two free arms, all creatures that you pass adjacent to while charging

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also have the prior attack roll applied them, dealing damage as if you had struck them with an unarmed attack if you succeed. If you have only one free arm, you must choose either your right or left side, effecting only those adjacent on that side.

At the end of a charge's movement, but before the end-of-charge attack is made, if you have killed at least ten people since the beginning of your charge, you may replace the attack at the end of your charge with a wave of mutilated viscera and mangled limbs - generously donated by the aforementioned victims. This is a 15ft cone (+5ft per 10 additional victims slain) that forces all within to make a Fortitude save or be flung backward (5ft + 5ft per 2 points by which they failed the save) and take your Strength modifier in damage. If they take damage from this, they must also make a Reflex save or be knocked prone.

Hero-Sundering HandsPrerequisite: The 'World-Breaker Grip' Mythos

Most prey the Monster encounters is of little challenge or significance. They are quickly slain, or possibly terrorized beforehand, if the Monster is feeling particularly cruel. But some foes are special. Sometimes, a Hero rises from the weak and helpless livestock stewing at the bottom of the food chain, and they will not be terrorized, and they will not crumple beneath any one hail of the Monster's blows, and they will try to hurt him. The Monster dreams of such adversaries, and wakes salivating.

As a standard action, make an opposed grapple check with a creature held in your World-Breaker Grip (if you do not have another free hand at the time, you take a -8 penalty to this check). If you succeed, you tear off one of their limbs, and drop the rest of them in an adjacent space. This inflicts 20% of their maximum hit points in damage (round up to the nearest point), and they take an additional 1 point of damage at the beginning of their turn due to blood loss until they receive magical healing or a DC 20 Heal check (typically made as a standard action).

In addition, obviously, they cannot use that limb. While missing one arm, actions that would benefit from two arms (such as climbing, balancing, or swimming) take a -8 penalty. Completing somatic components for spells is impossible. A missing leg prevents the use of that creature's land speed, although they may crawl 10ft as a full-round action (or 5ft, if missing both legs). A missing wing prevents the use of a natural flight speed. Tearing a creature's face off is possible, which renders them permanently blind and mute, and removes their sense of smell.

These effects use a roughly humanoid shape as an example. Creatures with non-standard anatomy may require a consensus between player and GM to reach an appropriate effect (tearing a Mind Flayer's face off would remove their tentacle attacks, for instance, while a character holding a Minotaur would have the option to rip its horns off in addition to other limb choices).

Finally, sentient creatures take a -2 morale penalty to their Armor Class against attacks made against them with their own severed body parts. If you have made such an attack against a creature within the last minute, Demoralize actions aimed at them may be used as a swift action.

Impatient Slaughter Speed

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Prerequisite: The 'Nothing This Big Should Move This Fast' Excellency

While performing voluntary movement, you have a chance to automatically destroy barriers to your progress. Barriers destroyed in this way do not hault your movement. Any solid inanimate object that you attempt to move through takes damage as if you had struck it with an unarmed attack that bypassed its Hardness. Effects that would slow your movement speed, or prevent you from moving forward, but are not solid objects (such as strong wind, a lot of water, a wall of force, or theStone Visemaneuver) must make an opposed roll. You roll a d20, and add your level and Strength modifier. The effect also rolls a d20, and adds its effective level (the caster/initiator/meldshaping/shadowcasting/etc level that produced it), if it has one, and the most applicable ability modifier (The Intelligence modifier of the Wizard who created the wall of force, for instance), if it has one. If you succeed, you progress unhindered. If you overcome an ongoing spell (or spell like ability, etc, etc) in this way, the spell's duration ends.

AdvancedFalling Sky Calamity:You add your Strength modifier as a perfection bonus on Jump checks, and divide the DC for High Jumps by 4. While you are in a Rage, when you make a Jump check to move as part of voluntary movement, you may move the distance of the jump determined by your check as part of the action you made the check with, even if this distance would exceed your Speed. At any point during a voluntary jump, if you have a free limb, you may choose to stop forward movement, and immediately begin to fall.

Unstoppable Force Embodiment:At the end of your turn, if you voluntarily moved greater than, or equal to, your Speed, you gain a +5 bonus to your movement speed, and a +2 bonus to opposed checks made to resist being tripped, bullrushed, or overrun, and damage rolls with melee attacks, until the end of your next turn. If you qualify for this benefit multiple turns in a row, the bonuses continue to stack, up to a maximum of your level, until you end a turn without qualifying, at which point they reset.

Unforeseen Violence Infliction:After you break through a barrier using Impatient Slaughter Speed, creatures who did not have Line of Sight to you due to that barrier, but now have Line of Sight to you, are considered Flat-Footed against you until the end of your turn, and you deal an additional (1d6 per 3 levels) damage to Flat-Footed creatures with your melee attacks during that time.

Meaningless Force-of-Nature DevolutionPrerequisite: -

For every 2 points of Charisma Burn you are currently suffering from, you ignore one point of penalty that you are suffering from on any given roll, other than penalties accrued for non-proficiency in a piece of equipment. You Charisma can never be reduced below 1. Regardless of how low your Charisma score ever becomes, you do not take a penalty on Intimidate checks.

While you are in a Rage, and your Charisma is 1, you can 'feel' creatures that are alive or have intelligence scores that are within (ranks in Intimidate x 10 feet) simply by feeling the residual, automatic hate that they evoke in you just by existing. This feeling transcends physical barriers, as well as common sensory information (so, hidden, invisible, or silenced creatures are not spared). No check is required; you pinpoint them instantly, and know their general physical dimensions (though nothing specific, like color or tactile sensations).

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As a swift action, you may deal 1 Charisma Burn to yourself in order to go into a Rage for 24 hours (the Burn is a cost; if it is negated, you do not go into a Rage).

AdvancedShrieking Heartbeat Agony:When you kill a living creature with a melee attack, you go into a Rage until the end of your current turn, and gain a morale bonus to your Strength equal to the number of living things in your hate-sense field for the duration.

Thoughtless Murder Infliction:When a creature enters your hate-sense field, you may spend an immediate action to execute a Charge against them.

Protagonism-Devouring Legend SingularityPrerequisite: -

When the Monster roosts upon its throne of gore at the end of all things, having maimed and slaughtered everything that it may lay its grasp upon, it will not be alone. It will not be a sad and lonely creature, bereft of purpose. It will be a singular legend. A story of brutality that encompasses everyone that ever was, shattering those things that held them apart, and binding them together, in unity, as the prey of the Monster. A grotesque beauty that will never occur to it, as it gnashes its teeth, awaiting the birth of a new cosmos to torment.

When you kill or destroy a creature while in a Rage, their individuality and essence is absorbed into your mythos, and bound their by the authority you have proven by killing it. If an affected creature has a soul, it proceeds onward to its afterlife as usual, but is dull and almost inanimate; any petitioner or other Outsider created from one is lifeless and insensate, and those planar contraptions that extract soul-energy (such as the Maggot Pits of Avernus) find them to be dry and worthless.

Such creatures may still be returned to life/undeath/etc by appropriate magics, but the thing that appears is a mindless doll without purpose or agency, capable of neither thought nor action.

The one potential solution is this, impossible as it may seem. If you should be killed, all the essence that you have consumed is released back into the multiverse, giving back mind and potency to those souls, bodies, lives, and so on, that you have preyed upon.

AdvancedDeath-is-Death Conclusion:When you reduce a creature to -10 hit points, or below 0 hit points if they do not possess negative hit points, or inflict nonlethal damage in excess of -10 hit points if they have Regeneration or a similar trait, or otherwise destroy a creature's form, they die. This only functions in a Rage. Specific examples follow.

Note

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Creature who reconstitute themselves after death, such as Liches, Ghosts, and Gods, do not reconstitute themselves; they just die.

Creatures who cannot be killed, such as the Tarrasque, are killed anyway.

Creatures whose life force return to their home plane after death, to become one with its planar energies, such as most Outsiders, do not achieve cosmic one-ness; they just die.

Creatures who can survive past their normal threshold for death, such as by the effects of aDelay Deathspell, do not survive past this threshold; they just die.

When you kill a Summoned creature, its real self dies.

When you kill a creature who is projected from somewhere else, such as by anAstral Projectionspell, their real self dies.

When you kill a creature whose death is interrupted by an effect that does not require an action to perform, such as a Vampire's automatic gaseous form, or a contingent spell, that effect does not activate; they just die.

I'm sure you get the gist; killing things kills them. Extrapolate as necessary.

Rampaging Through Paper CitiesPrerequisite: The 'Improved Sunder' feat

It is always easier to destroy than create. And there is the truth of the matter. Creation is weak. A mother can spend nine months bringing forth a new life, and it is a miracle, but it takes only a second for the Monster to drag its intrincately crafted entrails into the light – how is this not a greater miracle still? All the empty fabrications of mankind are just as pointless as their children. Years to build a great castle. Decades to build a great city. Centuries to build a great empire. Millennia to build a civilized world. How impressed shall they be when the Monster tears it all down in days?

As a full-round action, you may make a melee attack against an unattended inanimate object. You automatically deal a critical hit, and ignore a number of points of Hardness equal to your level. Furthermore, all damage that you deal to an object that is part of a larger structure (such as a section of wall being part of the rest of the wall, which is in turn part of a building) is also dealt to all connected parts of that structure within ( level x 10) feet. In this way, you may destroy a ~150ft section of a castle wall with a single punch, or shatter the first floor of a mighty tower, toppling it in seconds.

AdvancedGaia-Disfiguring Hate:When you use this Mythos to damage a large object, calculate the distance that the desctruction emanates out to as (Number of Rage Effects Currently Active)( level x 10) instead of the normal formula.

This World Is Made Of Cardboard:While in a Rage, you ignore a number of points of Hardness, and a number of points of Armor Class bonus granted to a target via Armor or Natural Armor bonuses, equal to your Strength modifier.

Untamed Apocalypse ShintaiPrerequisite: -

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You gain a permanent, amplified Rage that never expires or lessens. In addition to the behavioral restrictions of a normal Rage, you may not wield weapons or tools other than unarmed attacks or improvised weapons. You automatically fail checks made to build, repair, or create something physical (something incorporeal or ethereal is still impossible, but more ephemeral, conceptual things, like an idea, song, or plan are still fair game). Craft checks are always included. You may not voluntarily heal or alleviate the suffering of another living thing. You become sterile and/or infertile, and you perfectly negate all attempts to create life from you - even such magical effects as a "Simulacrum" spell, or a deity of fertility using your genetic material to create an immaculate child independently of you; these surrogate offspring rot away into dust before they can breathe their first breath. Finally, with the exception of the occasional single round of patching one's self up, or sleeping just long enough to maintain optimal functionality, or eating enough not to starve, if you are not actively engaged in harming sapient beings or defending yourself, you must be physically moving towards a place that you believe to be inhabited by sapient beings, with intent to harm them when you get there.

An exception exists in creatures that the Monster recognizes as part of itself, rather than an external being. You are not compelled by Untamed Apocalypse Shintai to harm creatures that possess a Mythos , though you are certainly free to do so if you wish, nor are you compelled to harm Familiars, Animal Companions, or Special Mounts belonging to yourself or to creatures with a Teramach Mythos.

In exchange, you may now take a total number of Swift Actions per round equal to the number of Rage effects you currently suffer from (which may all be converted to Immediate Actions as normal). Furthermore, when you kill a living thing, you gain Regeneration X (X equal the number of Rage effects you currently suffer from) until the beginning of your next turn, which is not bypassed by any kind of damage.

Exalted Mythos: And So the Seventh Seal Was Opened

BodyOfSamsara'sSupernalMonsterPrerequisite: Meaningless Force-of-Nature Devolution

As a full-round action, while you are in a Rage, your Charisma is 1, and you have no allies within the hate-sense field generated by Meaningless Force-of-Nature Devolution, you may transform into the Body of Samsara's Supernal Monster. You grow in size by one category, and your body internally produces a multitude of vital redundancies, rendering you immune to critical hits, poison, and disease. Furthermore, while in combat, when the initiative count reachs (your initiative - 10), you may take an additional standard action, outside of your own turn, and again on (your initiative - 20).

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At the end of any round in which there was an ally within your hate-sense, you must make a Will save. On a failure, you cannot take actions for one round, and revert to your form, losing the benefits of this Mythos until you reactivate it. For every previous time you've had to make this Will save during a single transformation, you take a cumulative -5 penalty on the next one.

Land-Shaping Limitation IgnorancePrerequisite: -

In the days of yore, when the Monster still raced, unfettered, through the chaotic landscapes of the primordial titans, he was called upon as the centerpiece for many of their stories, playing both the knight-eating ogre and the fury with which the tale's champion slew the beast. But only a portion of his narrative need go for such trifling matters. Other times, though, the ancient demiurges would labor over a plot so epic in scope that the Monster appeared in full, overturning mountains and rivers as the genocidal ballet led to one sundered world after the next.

This is a taste of that power.

As a free action, once per turn, you may gain a +200 bonus to your Strength score until the end of your turn. And, additionally, you may choose to distribute the force you are applying to a large, contiguous object, evenly enough that you can pick up and lift an entire castle without your hands just plunging through the walls, or an entire mountain without just raking through the dirt, or similar feats. However, wielding such power against small, moving targets is difficult; you take a -100 penalty on attack rolls for the duration.

After using this ability, you must rest for 8 hours before it may be used again safely. To call upon it again inflicts 25 points of Strength Burn; if this Burn is somehow mitigated, negated, or is otherwise unable to be payed (for instance, if you don't have enough Strength left to do so), the ability does not activate.

(Note: For reference, if my calculations are correct, your average Large-Sized Teramach with the Natural Heavyweight feat and 30+ Strength can lift any one of Earth's larger mountains with this Mythos. I hope someone will tell me if I'm wrong. I'm bad at math.)

Manifold Flesh-Monster ArmoryPrerequisite: -

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Who can say what form the Monster has, if any? What one can be certain of is that, regardless of the number of deadly implements that its horrific body bristles with – typhoons of razor-sharp teeth, claws that reap whole nations in their wake, titanic clusters of all-too-human fists that snap bones and pound flesh until it weeps its deepest blood – it is only angry that it does not have more.

You gain Multiweapon Fighting as a bonus feat. (1 + 1 per six levels) additional limbs grow from your body. Their appearance - whether arm, tentacle, claw, or something more exotic, like a fleshy barbed scythe or a whirlwind of gristle and sharpened bone - is up to your discretion, and each one may deal your choice of either slashing, bludgeoning, or piercing damage. They are not considered natural weapons, but may be used to make unarmed attacks as if they were hands, via Multiweapon Fighting.

You may remake the appearance and damage type of your extra limbs as a swift action. If you are in a Rage when you remake them, you may also make a melee attack as part of the same swift action, as your newly formed limbs whip around in the throes of their birth.

Sun-Eating Gorge-Monster GluttonyPrerequisite: The 'Indiscriminate Filth-Quaffing Appetite' Excellency, and 'Rampaging Through Paper Cities' Mythos

You may alter your use of 'Rampaging Through Paper Cities', augmenting it with your terrible hunger. When used in this way, the radius of destruction that emanates outward from your initial attack applies to all unattended inanimate objects in the radius, rather than just parts of the same structure (although parts of larger structures are still affected, of course).

In this altered state, your attack does not represent a punch or a kick - it is the tremendous pressure of your hunger as your maw opens and sucks in all valid objects within the radius. Destroyed objects, or parts of objects, are funneled down into your bottomless gullet. Regardless of their nature, they do not harm you - even if you just ate, say, an entire armory full of halberds - and, regardless of each individual chunk's size, they bend and contort to fit into your mouth.

If you manage to eat over 100lbs of objects with a single use of this ability, on the following round, you have the option of spending a standard action to disgorge a (30ft + 10ft per size category larger than medium + 10ft per Rage effect you are currently afflicted with) cone of shrapnel that deals 10d12 damage. The type of damage depends on what you ate (if you just ate a football field's worth of storm clouds, it might be half bludgeoning from water and half electricity from the electric charge - if you just ate a wooden building, the ground beneath it, and the weapons inside, it might deal 1/3 piercing from splintered wood, 1/3 slashing from sharp pieces of metal, and 1/3 bludgeoning from clods of condensed earth). Those caught in the cone may make a Reflex save for half damage.

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Finally, note that this Mythos is technically incomplete. In the war between the Gods and the chaos before time, the Monster vowed to eat the sun of the conquerors, and so it was written into his legend, but he was not able to succeed in doing so before his defeat and imprisonment. If you complete the legend, and actually eat the sun of the Prime Material Plane, this Mythos gains an Advanced Manifestation that other Teramachs may learn, but that you instantly acquire free of charge.

Advanced

Unconquerable Swallowed-Sun Prana:Your stomach and eyes begin to emit a brilliant golden light, and tongues of shining flame issue from your mouth with every word that you speak. You are immune to blindness and fire damage. As a standard action, you may breathe forth the radiance of the sun in a line (5ft + 5ft per size category larger than medium) wide, and (60ft + 20ft per size category larger than medium + 20ft per Rage effect you are currently afflicted with) long. Those caught within take 8d12 fire damage, 8d12 typeless damage from the sheer pressure of the sun, and must make a Reflex save or be permanently blinded. A Fortitude save negates the pressure damage. Those not caught within the line directly, but are within 50ft of any part of the line, take

5d12 fire damage from sheer convection unless they make a Fortitude save.

Within A Perfect World, I Would Be DeadPrerequisite: The 'Humanity-Reaving Psychosis Echo' Mythos

But the world isn't perfect.

A paladin dedicates his whole life to making the world a better place. He saves a town from a mob of marauding goblins. He gives away all of his earthly possessions to those in need. He travels the world, righting wrongs, upholding justice, and fighting tyranny. He believes in redemption, and promotes the ideals of compassion, and tolerance, and fellowship. In an ultimate act of selfless sacrifice, he gives his life to save his kingdom from a rampaging demon, becoming a symbol of heroism and righteousness that inspires others to follow in his footsteps. Because of him, countless thousands live in safety and happiness they could have, once, never hoped for, and countless thousands more owe him their life.

And, in other kingdoms, more thousands suffer and die from the challenges of their lives, never knowing the kind hand of someone strong enough to save them. Across other worlds, millions languish under their sin, and pay for the sins of others. Outside, amidst the Planes, innumerable billions are condemned to eternities of strife and torment. Throughout time, infinitudes of living things have been born, suffered, and died arbitrarily and without justice or meaning. Where was their savior?

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The truth is that, no matter how many good men there are, no matter how resolute their virtue, and no matter how many glorious deeds they perform, there will always be senseless violence, and rage, and agony. Life is imperfect, andyouare that imperfection.Youare the murder of innocent children.Youare the lash that flays the unjustly condemned.Youare the hopelessness that drives brothers, sisters, husbands, wives, mothers, fathers, sons, daughters, friends, and lovers tochoosedeath over living in a world with you in it.

Youwill live forever.

While in a Rage, you do not age. If you are slain while in a Rage, your soul lingers between worlds for 5d4 days. It can still be brought back to life with appropriate magic, but during this time it does not proceed to its afterlife.

If you have a group of Reavers from Humanity-Reaving Psychosis Echo that you have bullied, menaced, or otherwise coerced into serving you, they immediately begin in-fighting, instinctively attacking each other with unprovoked brutality. (As a guideline, before your soul moves on, they'll have killed 2d3x10% of their collective number, rounded up to the nearest individual.)

If, after this period of time, you have not been returned to life, your soul drifts apart, and feeds itself back into the world, returning all the anger and hate and pain that youare.

At the same time, the in-fighting amongst your horde ends. A new alpha monster has arisen. Something truly awful and terrifying in their actions has drawn forth that residual bleakness you left behind, and consumed it. Rapidly, they start to physically change, their bodies contorting and warping out of control, as they begin gaining and losing ability points, feats, skills, Mythos, and so on, until they become, effectively, mechanically identical to you before your death, sans any temporary ailments and other effects.

They retain all of their own personality and memories, but on top of those, large portions of your own are overlaid. The longer they spend in a Rage, the more your identities blur further and further, until one singular amalgamation is left.

Aside from "name", "sex", "eye color", "hair color", "height", "weight" and similar, the only changes required for one's character sheet at this point are dependent on whether your legacy is reborn in a member of a different race than yourself. The recipient is more often than not the same race, if that race exists in the horde at all. But if another must be chosen, you need to make the relevant alterations; subtracting your racial traits, and inserting theirs (including racial hit dice and

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level adjustment, you poor bastard).

Excellencies: I ran out of clever names

Casting Off RestraintPrerequisite: -

In the heat of an irrational moment, it is easy for even a sound mind to wish harm on another, and enact that harm with their fists. They want the other person to feel pain, possibly as punishment for some sleight, or compensation for psychological baggage they have born from elsewhere. It takes another attitude entirely to switch from passivity directly to beating another sapient being to death with one's bare hands; not stopping until you've reduced all that they are, all that they could've been, to a pile of slowly cooling meat.

You gain Power Attack as a bonus feat. Your unarmed attacks, and attacks made with light or one-handed improvised weapons that you are proficient with, are considered two-handed weapons for the purposes of this feat.

Hands Like Bloodied Meat-HooksPrerequisite: -

Hands are a precious gift granted to mortal-kind. With them, they can build and wield tools with which to exercise their intellect and imagination, grasp and feel the world around them, manipulate tiny objects with finesse unheard of in the animal kingdom, and shape their surroundings to promote their ends; such as luxury, protection, or beauty.

Hands aren't for monsters.

Your unarmed attacks add 1.5x your Strength modifier to their melee damage, as if they were two-handed weapons, and they are considered two-handed weapons for the purposes of Disarm and Sunder actions.

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Due to an increase in mass and gripping power in your hands, you gain a +2 circumstance bonus on Climb checks.

Heroes' MisfortunePrerequisite: -

Why does it always seem like the hero is the one tripping on a clearly visible tree root in their mad dash to escape, or fumbling with a lock they've opened a thousand times before as death rushes imminently towards them? Meanwhile, the Monster bounds gleefully through life without a care in the world.

Whenever you roll a skill check with a class skill, you roll two dice and take the higher result.

Indiscriminate Filth-Quaffing AppetitePrerequisite: -

You cannot be poisoned or afflicted by a disease from something that you ingest, and whenever you would be Nauseated, you are instead Sickened for the same duration. Indeed, any natural inclinations you would have about what is and isn't properly edible leaves your mind completely. Rotting, spore-spewing fungal roadkill is just as appetizing to you as a fresh salad or hunk of roasted beef (you still have old favorites of course; although, to the vexation of any traveling companions, you may discover new ones thanks to your enhanced diet).

After you have subsisted on a diet of things that are normally inedible for your kind for a week or so, your body starts building up a resilience towards other foreign agents. You gain a +1 bonus on saving throws against all poison and disease. For every week you continue to dine on assorted foulness, this bonus increases by 1, until it reaches a maximum of +4. (This bonus does not decrease over time, just to be clear.)

At 7th level, your diet expands to things that are not, nor were ever, alive. Stones, dirt, precious metals, furniture, glass - any solid matter that you can shove down your gullet and won't fight back can be used as sustenance, and each one has its own unique flavor that others of your kind just can't seem to understand.

At 13th level, your body can metabolize just about anything. Fire? Light? Sound? The distilled sorrow of flayed mortal souls that pools inside the Maggot Pits of the Nine Hells of Perdition? The

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wandering memories floating amidst the River Styx? All legitimate sources of nutrition.

Inhuman [Ability] ProliferationPrerequisite: One Fantastic Mythos

Choose one of Strength, Dexterity, or Constitution. This Excellency may be purchased once for each Ability Score, granting a +2 enhancement bonus to the chosen ability.

Once you have at least one Legendary Mythos known, this Excellency may be purchased a second time for each Ability Score. This second purchase increases the enhancement bonus by 4, to a total of +6.

Mind-is-Meat UnderstandingPrerequisite: Intelligence <11

What is the brain, but one more organ in the Monster's perfected machine of death? What are its thoughts, but spasms and twitches, lost in the endless sea of churning muscles, forever aching for flesh to rend and life to end? Attempting to harm what passes for its mind is just as hopeless as attempting to harm its body.

You gain 'Steadfast Determination' as a bonus feat (PHBII).

Nothing This Big Should Move This FastPrerequisite: Strength 15

Men have a habit of thinking in terms of balance. If one person dedicates their time to becoming stronger, and another person dedicates their time to becoming faster, and another person dedicates their time to becoming tougher, then each will have their own niche; they'll be good at one thing, and bad, relatively speaking, at the others.

The world isn't fair, though, and it isn't balanced. No mouse will ever be as strong or as fast as a man, and no man will ever be as strong or as fast as the Monster.

You add your Strength score, rounded to the nearest increment of 5, as an enhancement bonus to any land, swim, or climb speeds you possess.

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This Excellency may be purchased multiple times. However, each purchase after the first requires an additional 2 points of Strength as a prerequisite, above the prerequisite of the last purchase, and increases the prior enhancement bonus by 10, instead of the normal effect.

Obstreperous Shell-Cracking MienPrerequisite: One Fantastic Mythos

The Monster is convenient to no one. It is always stronger and faster than one might expect. No plan is perfect enough to contain it, no wall too great for it to shatter, no safety so absolute as to bring hope.

While in a Rage, whenever one of your rolls would be opposed by a perfect effect (Such as rolling fire damage against a creature immune to fire, or attempting to grapple a character under the effects of Freedom of Movement - an effect with no direct way of circumvention. So, fire resistance would not apply in the former case, since it can be circumvented by dealing more damage.), you may make an opposed roll against it. Roll a d20 and add your level and Strength modifier. The opposition rolls a d20, and adds a relevant level modifier (such as caster level for a spell or the properties of a magic item, meldshaping level for the effects of a Soulmeld, level if it is the direct effect of a feature, etc) and a relevant ability modifier (such as Intelligence for a Wizard's spell, Constitution for a Soulmeld, or Charisma for a Paladin's immunity to fear; use your best judgment). If you succeed, your roll transpires as if the offending perfect effect did not exist, and any ongoing effects of your roll are similarly unhindered (so, a grappled character with Freedom of Movement would not suddenly become ungrappled later, nor would they be immune to being pinned or constricted in the same grapple, although letting go of them, and then attempting to grapple them a second time, would require another opposed roll).

Pouncing Beast AscensionPrerequisite: -

You gain "Leap of the Heavens" as a bonus feat (PHBII). In addition, you may add your Dexterity modifier to your Jump checks, in addition to the normal ability modifier you would receive.

Primal [Skill] PerfectionPrerequisite: 10 ranks in the chosen skill

Long before mankind was learning even the basics of linguistics, spellcrafting, or metalworking, animals had already mastered how to climb, how to jump, how to roar; how to interact with their world. The Gods had a similar relationship in their early days, but they were born into a world

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without men or animals. It was the Monster who climbed through the primordial maelstrom, leapt across worlds, and times, and ideas, and sent them scattering when the thirst for their blood escaped his lips as a horrified scream of hate and indignation.

Choose a class skill. You gain a competence bonus on all checks made with the chosen skill equal to your class level. This bonus is doubled if you are in a Rage, or tripled in the case of "Primal Jump Perfection".

Reflexive Murder-TwitchPrerequisite: -

You may apply your Dexterity modifier in place of your Wisdom modifier for the purposes of determining the ability bonus for your Spot and Listen skills, but only for sensing living things, as your muscles begin to hunger for blood even without your mind's input. When you apply your Dexterity modifier in this way, you do not take a penalty on Listen checks for being asleep. A character with this Excellency will soon find it maddening to sleep around other living things, as the slightest sound they make rouses him, every fiber in his body telling him to kill.

Stalking Under a Dead SunPrerequisite: -

It would be ludicrous for the Monster's rampage to end, simply because night has fallen, or his prey has scurried underground. There is no safety or surcease of suffering for anyone.

You gain enhanced eyesight that allows you to see in mundane darkness as well as you can see in the light. A moonless night and high noon are all but indistinguishable to you.

If you require sleep, you have trouble adjusting to the complete lack of a day/night cycle, as far as your perception is concerned. For about a week after acquiring this Mythos, you take a -1 penalty on all d20 rolls unless you dedicate at least 12 hours a day to attempting to sleep.

Your internal sense of time never quite recovers.

Unassailable Juggernaut RancorPrerequisite: -

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You gain Improved Natural Armor as a bonus feat. While you are in a Rage, all Natural Armor bonuses that you benefit from also apply to your Touch Armor Class.

Unthinking [Skill] ComprehensionPrerequisite: Intelligence <11

Choose a class skill. If you already had ranks in the chosen skill, they are refunded as you break yourself of your old learning, replacing practice and knowledge with instinct and reflex. These refunded points may be spent as normal the next time you level up.

You immediately gain four skill ranks in the chosen skill. Every day after you gain this Excellency, you add one more rank to the chosen skill, until you reach the maximum number of ranks you may have in that skill. This continues as your capacity for new skill ranks increases, always ensuring you have the maximum mastery available.

Wordless Terror DemonstrationPrerequisite: -

"You're scared.", "You're going to die.", "I'm going to kill you."

Mortals have invented so many clumsy tools to communicate that which the Monster relates in

every movement and gesture.

When you apply an Intimidate check against a target that has previously witnessed you kill a living thing or destroy an object, with a melee attack, you may substitute your Strength modifier in place

of your Charisma modifier for the purposes of determining your ability bonus to that check.