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Alphatian Vampires

by John Calvin

I was doing some research when I stumbled on these pages at the Vaults:
The Vampiric Bloodlines of Mystara
Vampiric Bloodlines

The thing that caught my attention was the mention of Alphatian vampire bloodlines. Alphatians are supposed to be otherworldly, alien humanoids who fled to Mystara from their dying (destroyed) world. We know they are more in tune with magical energies than Mystaran born humans. We also know that they have schools and orders dedicated to elemental magic.

What if there was something inherent about Alphatians that bound them to elemental magic in some way. Could that impact how a native Alphatian vampiric bloodline would manifest itself? For example, could we devise Alphatian vampiric bloodlines that were strongly tied to each of the Elements?

Alphatian Vampires
By definition all vampires are undead with the semblance of life. They must drain the living of their life force in order to sustain themselves. The same is true for Alphatian vampires.

All Alphatian vampires have the following abilities and weaknesses:

Forbiddance
A vampire can’t enter a residence without an invitation from one of its occupants.

Sunlight Vulnerability
Alphatian vampires (except for fire vampires - see below) are vulnerable to sunlight, and take 20 points of damage if they start their turn in direct sunlight. When in sunlight, the powers of a vampire are negated.

Stake to the Heart
If a piercing weapon made of wood is driven into the vampire's heart while the vampire is Incapacitated in its Resting place, the vampire is Paralyzed until the stake is removed.

In addition, Alphatian vampires associated with the different elements have the following abilities:

Water Vampires
Alphatian vampires of this bloodline are probably the most like native Mystaran vampires, and may in fact sometimes be mistaken for them. They must feed on the elemental water contained within living beings in order to sustain themselves (which most often manifests itself as blood). Victims of these vampires can be found dry and desiccated, without an ounce of fluid in their bodies.

A vampire may partially drain a victim of their water. This results in a loss of wisdom. Lost wisdom can be regained at the rate of 1 Wis per full night rest.

Powers
Regeneration: A water vampire regenerates 20 hp at the beginning of its turn unless under the effect of an Earth spell or surrounded by earth (this effect is controlled by the vampire’s opposition element).

Poison: A water vampire can alter the internal humours of a victim, causing them to feel ill enough that it impacts their actions.

Weaknesses
Earth Opposition: A water vampire has a penalty on reaction rolls when interacting with any creature related to the element of Earth.

Air Hypersensitivity: A water vampire takes 2x the amount of damage from air related magic or effects.

Bound to Water
A water vampire must spend one full rest per day submerged in a pool of water. Vampires who fail to do so lose 1 point of constitution per day and access to all of their powers.

Earth Vampires
Alphatian vampires of this bloodline must feed on the elemental earth contained within living beings. Creatures who have been drained of their “living earth” become brittle and calcified. When fully drained their lifeless bodies are fragile and may crumble into a white, powdery dust.

A vampire may partially drain a victim of their earth, resulting in a loss of dexterity as their body and limbs calcify. Lost dexterity can be regained at the rate of 1 Dex per full night rest.

Powers
Regeneration: An earth vampire regenerates 20 hp at the beginning of its turn unless under the effect of a Water spell or surrounded by water (this effect is controlled by the vampire’s opposition element).

Slow: An earth vampire can cause the living earth in a victim to solidify, slowing their movement.

Weaknesses
Water Opposition: A earth vampire has a penalty on reaction rolls when interacting with any creature related to the element of Water.

Fire Hypersensitivity: An earth vampire takes 2x the amount of damage from fire related magic or effects.

Bound to Earth
An earth vampire must spend one full rest per day buried beneath at least 1 foot of dirt. Vampires who fail to do so lose 1 point of constitution per day and access to all of their powers.

Fire Vampires
Vampires of this Alphatian bloodline must feed on the element of fire within living beings. Their victims are devoid of both color and warmth when found, having been entirely drained of all energy.

A vampire may sustain themselves by partially draining a victim of their fire, resulting in a loss of strength. Lost strength can be regained at the rate of 1 Str per full night rest.

Unlike most other vampires, a fire vampire takes damage if exposed to the dark night sky. For this reason most fire vampires operate during the daytime and rest at night.

Powers
Regeneration: A fire vampire regenerates 20 hp at the beginning of its turn unless under the effect of an Air spell or surrounded by air (this effect is controlled by the vampire’s opposition element).

Sleep: A fire vampire can drain enough energy from a victim to cause them to fall asleep.

Weaknesses
Air Opposition: A fire vampire has a penalty on reaction rolls when interacting with any creature related to the element of Air.

Water Hypersensitivity: A fire vampire takes 2x the amount of damage from water related magic or effects.

Bound to Fire
A fire vampire must spend one full rest per night lying upon a bed of burning embers. Vampires who fail to do so lose 1 point of constitution per day and access to all of their powers.

Air Vampires
Vampires of this Alphatian bloodline must feed on the element of air within living creatures. Possibly one of the most terrifying vampires, and very difficult to trace, they remove the air from their prey causing them to die of suffocation. It is very difficult to tell whether or not someone has been the victim of an air vampire, as no discernable evidence is left on the body.

A vampire may sustain themselves by partially draining a victim of their air, resulting in a loss of constitution. Lost constitution may be regained at the rate of 1 Con per full night rest.

Powers
Regeneration: An air vampire regenerates 20 hp at the beginning of its turn unless under the effect of a Fire spell or surrounded by fire (this effect is controlled by the vampire’s opposition element).

Levitate: Once per day an air vampire may levitate or cause another living creature to levitate (as per the spell). They may instead choose to levitate in a trance state (to complete their rest period) which will extend the levitation effect until the rest is completed.

Weaknesses
Fire Opposition: An air vampire has a penalty on reaction rolls when interacting with any creature related to the element of Fire.

Earth Hypersensitivity: An air vampire takes 2x the amount of damage from earth related magic or effects.

Bound to Air
An air vampire must spend one full rest per day levitating in an empty room (filled with air). An air vampire who expends their levitation power will not be able to complete their rest. Vampires who fail to do so lose 1 point of constitution per day and access to all of their powers.