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(Created page with "''Uncommon Disease'' ''Lethality: Extreme'' ''Transmissibility: High'' '''Infection:''' A creature gains Vampirism when they are bitten three times in the span of 24 hours by one or more Vampires. '''Symptoms:''' An infected creature gains the following symptoms at the start of each of the following days (after Taking a Rest, if they were able to Rest). The effects are cumulative. * '''Until Treated:''' Gain Fatigue. * '''Upon Death:''' Become a Vampire. '''Treatm...") |
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'' | ''Updated from Harker's Guide to Vampire Hunting'' | ||
'' | '''Infection:''' A creature gains Vampirism when they are bitten three times in the span of 24 hours by one or more vampires. | ||
''' | '''Symptoms:''' An infected creature gains the following symptoms at the start of each of the following days. The effects are cumulative. | ||
''' | * '''Day 1:''' Become Demoralized. | ||
* '''Day 2:''' You become irritable and lash out at minor provocations (no mechanical effect). | |||
* '''Days 3 on until Cured:''' Gain Fatigue. | |||
* '''Upon Death:''' Become a vampire (see the following “Becoming a Vampire” section). | |||
'''Treatment:''' Curing Vampirism requires a combination of divine healing and herbal concoctions. A creature may only be cured of Vampirism before dying; once they die and become a vampire, this is an irreversible condition. | |||
For a creature to be cured of Vampirism, they must be the recipient of the Lesser Restoration or Greater Restoration divine ritual. If they received Lesser Restoration, then they must also receive two doses of a special potion; if they received Greater Restoration, then they only need to receive one dose. A creature may not benefit from both Lesser Restoration and Greater Restoration for the purposes of overcoming this infection. | |||
''' | The ingredients needed for the curative potion, and the DCs needed to overcome the infection, are shown on the following table based on the strain that the creature would receive (see the following “Becoming a Vampire” section). After grinding down and blending the ingredients, a creature must boil them together and then feed them to the infected creature while the liquid is still simmering. This deals 1d4 fire damage to the creature. | ||
The creature blending together the ingredients may make an INT check using the Alchemy or Medicine skills. A player that makes a compelling case for another skill (such as Arcana, Cooking, or Religion) may use it at the MC’s discretion, though using a different skill raises the DC by 2. | |||
{| class="wikitable" | |||
|'''Strain''' | |||
|'''Ingredients''' | |||
|'''DC''' | |||
|- | |||
|Ancerran | |||
|Garlic and holy water | |||
|14 | |||
|- | |||
|Croftian | |||
|Silver dust and Wolfsbane | |||
|17 | |||
|- | |||
|Draculean | |||
|Garlic, holy water, and ground acorns | |||
|20 | |||
|} | |||
A creature may only receive one portion of the treatment (Lesser Restoration or Greater Restoration, and the potion doses) at a time and must Take a Rest between each treatment. | |||
'''Becoming a Vampire:''' Once a creature becomes a vampire, if it is an NPC, apply the vampire template to them. Their particular strain of Vampirism is determined based on the vampires that bit them: | |||
* '''Draculean:''' If any Draculean vampires bit the target, they gain the Draculean strain. | |||
* '''Croftian:''' If any Croftian vampires bit the target and no Draculean vampires did, they gain the Croftian strain. | |||
* '''Ancerran:''' If the target was only bitten by Ancerran vampires, they gain the Ancerran strain. | |||
If a hero becomes a vampire, they lose the most recent talent that they gained as a result of leveling up and gain the [[Vampire|Vampire Entry talent]]. The MC may allow the player to choose Draculean, Croftian, or Ancerran as their strain or may dictate that the hero’s strain is determined as though they were an NPC. | |||