"The flame of the logs has died to the hidden glow of the coals. You ask me to tell you about the Vampyre furre, or Vampfurre. Very well. Come closer, bring that cushion and sit beside me. Ah, young one. So many questions!
You ask me why they live in such dreary places. Where the walls are so cold, there is more fear than beauty. That is where the powers of darkness are strongest. Where it is dreary and bleak and cold, that is where the Evil Ways of the Dark Primes may be accomplished.
The sun is the Dragon's eye; that gaze destroys a Vampfurre. Colors, love, and beauty, all these will weaken a true Vampfurre. They shun Syndira's color, sneer at Jujinka's love, and cringe at Danival's `beauty.' These things will sway the balance in the favor of good, keeping the Dark Primes at bay..."
Bleakness, hatred, and ugliness, as decided by the common Furre, all these make evil stronger. The garden's bright flowers, the tavern's good cheer, the chapel's sweeping architecture, all these are anathema to evil. Most of all, no thing consecrated with a Vinca in plain sight can willingly be harmed by a Vampfurre; they may open the door but they may not break it down. There are other such symbols, and one of them is the magically empowered Unholy Sign that is inscribed upon the door of the place where Mirmoggin is imprisoned: the Vault of Dread.
Long ago, thirteen followers of the Dark Prime Mirmoggin sought to set him free. They were wizards, dark priests and priestesses, kings, queens, emperors and empresses. They called themselves the Coven. The magicks required enormous blood sacrifices: they filled a room chin deep in the blood of furres, and by floating in this while it was still warm, and chanting, they came to dream of the Vault of Dread. Their chanting would have shattered the Unholy Sigil had it not attracted the attention of Aristaya, the Prime whose domain is Dreams. She could not approach the Unholy Sigil herself, so she awakened Beekin, the smallest of all the Primes.
It is Beekin's power to whisper in the ears of all, no matter how far away they are. She told Beekin to alert the Dark Primes. And so the Little Dragon did. The Dark Primes were very surprised, then enraged. They sent Suffrith, Lady of Disasters, to deal with the mortals.
She came in the form of a beautiful lady furre, a pure white fox, with milky sharp teeth and sparkling ruby eyes. To stop them from setting Mirmoggin free, she inflicted the Hunger upon them: the overpowering craving for blood. Then, as they began to drink the blood in which they were swimming, she tore slowly tore out a piece of each of their souls.
Mirmoggin himself heard their screams. With power that he had been hoarding since before the invention of time itself, he bestowed strange abilities upon his followers. He ordered them never to reveal their true nature to any not in their power, and this order he laid upon them in the form of a Geas: a supernatural compulsion. All true Vampfurres, to this day, desire to keep their true nature secret. The Vampfurre whose nature is known by a multitude loses their powers.
NOTE:LACUNAS
At the moment of their change, all Vampfurres feel the pain of the tearing-out of a portion of their souls, and the ecstasy of newfound power. Their aura is marked by at least one black spot, their Lacuna. This makes them incapable of some normal furre feeling. The feeling will be, at best, a faint faint memory, and they can never again regain what they have lost. Some say that the Primes can grant that which makes them whole, but the oldest texts say that only the scent of the Dragon Him/Herself can do this. It is no light matter.
There are thirteen Lacunas, each named for the first Furre to bear it. Each is associated with a Dark Prime. It is really only Vampfurre Hunters who speak in terms of Lacunas: the Vampfurres themselves have a tendency to deny the Lacunas even exist. But those who are granted the ability to see Auras (via a Mage spell or by True Sight (3 Point Advantage!!!)) will see the Lacuna as a very dark hole, a very large obvious blight of the aura. (There *are* other ways by which one can acquire a Lacuna, so it is not proof of Vampfurric nature.)
1. Kuyorra, The False Glory (Taglinn Tigh) A lack of regard for the right to live free from fear makes this a subtle evil. The furre takes pleasure in bullying others. They will make their lair into as frightening a place as they *can*. The furre lives in constant fear for their own existence. 2. Nuava, The Unseen Hand (Tallus) The furre has an inability to understand the concept of personal possessions of others, but wants to own things. This may manifest itself as kleptomania. Stealing from individuals brings a kind of thrill that stealing from the community (for example, shoplifting or bank robbery) does not yield. 3. Tauthmyarr, The Nihilism (Greydark) The furre has an irrational urge to destroy. It can be as small as throwing a plate to the ground, or they can be driven to destroy buildings, burn down forests, etc. There is nothing breakable that is unbroken, in the lair of one afflicted by Tauthmyarr's Lacuna. 4. Ghislok, The Loneliness (Drossifer) The furre is incapable of normal emotional bonding with others. They are incapable of love, romantic or otherwise. They can not trust or love others. They will occasionally feel possessive of others (so long as they are useful and cooperative), but the slightest sign of independence is perceived as betrayal. Yet the furre is cursed to crave company and possibly romantic companionship. 5. Svinlok, The Emptiness (Suffrith) The furre lacks the ability to derive gratification from normal sensory stimulation. Food, art, sex, and so forth, bring no pleasure. The furre can only find unusual physical stimulation pleasurable, such as beating their head against a wall, taking euphoric drugs, being drunk, or even something bizarre like staring into a candle flame. 6. Sharok, The Fury (Telcodar) This Lacuna is the furre's utter lack of self-control. They act upon impulse, attacking at the slightest provocation. All their wrath is magnified a thousand times stronger. Those with Sharok's Lacuna usually live alone. 7. Kriorn, The Blindness (Peristane) Other people are seen as inferiors, to be used and enslaved, or superiors, because they can hurt and destroy the furre. This is an inability to treat others as equals. The furre is not content to limit this to opinions; they must go out and make others their thralls, or else live in torment, feeling that *they* are no better than slaves. 8. Gozmeron, The Cruelty (Lokira) Very simply, the furre wants to cause others pain, physical and emotional both. The sight of another in torment brings pleasure. This is like an addiction: if the furre has not done so, they will be at a minus to all their abilities, and they will be quite irritable. 9. Shatugar, The Untrust (Chatengo) The furre has no sense of obligation. Furthermore, they are compelled to break any promise they make, and openly mock any promise made unto them. Smells that are foul to normal furres actually smell *good* to those with this Lacuna, and normally delicious smells are repulsive. The furre has no honor, and enjoys breaking local taboos and generally being a deviant. 10. Aburralon, The Weeping (Nareeth) The sight of others happy is painful to the furre. They can not drive the awareness that all things come to an end, from their minds. Their own happiness is shortlived, followed by an even greater backlash of depression. 11. Heng, The Inimicality (Erigon) Life is intrinsically hateful. The furre enjoys the feeling of power gained from ending a life. The sight of dying brings a joy that other emotions cannot match. This furre lacks the ability to value any existence other than their own. 12. Willathar, The Double Tongue (Dyarr) A compulsion to lie, and a lack of regard for accuracy or truth. Being a compulsive liar will not give one a Lacuna. In compulsive lying, the liar often doesn't remember having told the lie. With the Lacuna, the liar is very aware of the lie, and remembers it. With the Lacuna of Double Tongue, the furre feels gratification, almost like physical pleasure, when they lie. 13. Tamanannu, The Flesh Hunger (Mirmoggin) This is an addiction, not merely to blood, as is standard with Vampfurres, but also to fresh furre flesh. They require a pound of flesh at least, per week.
The Coven, those thirteen original Vampfurres, are the First Generation. (Their IC life and times were prehistoric.) Their Vampfurric Progeny, the Second Generation, settled in towns (not unlike those of the "Biblical" era). Characters of higher generation are weaker and younger than those of lower generation. Characters with no character sheet are automatically Generation 7 or higher/weaker.
7th Generation Vampfurres are generally less than 200 years old. They are a new phenomenon: they lack the Voices of the Damned abilities. This has alienated many of them from Generations 2-5, who often hold the "puling babes" in contempt.
Most Vampfurres leave no successors. It only takes one foolish slip to alert those who hate and destroy the Undead. Most fledgeling Vampfurres don't even last a year past their Embrace. A few manage to produce 1 surviving Progeny. A very rare few will manage 2 or even 3. If you did buy the "Generation" advantage in Character Generation, you must buy the "Progeny" Advantage with experience points before your character can ICly Embrace another.)
Vampfurres in one's lineage are referred to as one's Progenitors. At the 10th Generation, Mirmoggin's "Dark Gift" can no longer be passed on. 10th Generation Vampfurres are "sterile". It is worth noting that neither Wyrmmes nor Bugges can be Vampyres or Minions.
In the year 915, the Coven established a secret underground citadel at Modesty, in Desdemond (Kasuria). Here, protected by enchantments to cause the place's existence to slip from the minds of all non- Vampfurres, exists the fabled Library of Puru-Shottem. It is here that scribes still keep records of Vampfurre lineages. They use the archaic and obsolete prefix "Ek'" (ekazaad, "protected by") in their Longnames.
Repelled by the Vinca Sigil Must avert their eyes from it, and upon sighting it, can approach no closer. Phobia of those who know their true nature. A Vampfurre can only tolerate the presence of up to 2 non-Vampfurres that know their true nature. The sight of a mob that *knows* they are a Vampfurre fills them with supernatural terror. Upsetting to Animals Cannot ride Ostrixes or Raptors; they will bristle and scream at the sight of this character. Severely burned by Sunlight Exposure of fifteen seconds is enough to send the Vampfurre unto true death. Paralyzed by Day During daylight hours, the character is paralyzed, trapped with eyes closed in a state of unconscious terror resembling a coma. Begins at sunrise, and ends at sunset. Vampfurres do *not* sleep. No rest for the wicked, indeed. Any 1 Lacuna (player's choice) Regardless of the Vampyre's willpower, they cannot go against their Lacuna. This part of them is forever destroyed, and to try to conceal or overcome it is simply not possible. They can not be talked out of their irrational state, and must either go to great lengths to rationalize it unto themselves or angrily attack that which is causes them to question it. AUTOMATIC VAMPFURRE ADVANTAGES (MANDATORY AT COOL 2 OR ABOVE)
Longlived (*) Will not die of disease; will age extremely slowly. If you can find a willing player-character furre who is an Alchemist who knows the Anagathica potion, then you may appear to be very young. Otherwise, Vampyres do show signs of aging, eventually, it is just very, very, very, slow. Heal from Death (*) If reduced to negative hit points, the vampfurre is still not dead, but will not heal without fresh blood. If their body is beheaded or cremated, they face True Death, however. Voices of the Damned (*) Each true Vampfurre traces their origins back to one of the thirteen Lineages. These are mystical vocal sounds that can only be made by Vampfurres, that only Vampfurres can hear. Vampfurres of higher than 6th Generation can neither hear nor produce Voices! Greeting Rattle- Upon hearing this, each Vampfurre present must answer in kind to the best of their ability. Warning Hiss- This conveys the Vampfurre's Generation, (how many Vampfurres it took to pass the Embrace to that Vampfurre; all characters not officially registered are Generation 7 or higher) Threat Growl- More serious than a Warning Hiss. All Vampfurres of weaker (higher) Generation will back away instinctively unless they are allies. Mortals present will feel a physical chill but be otherwise unaware of this. This cannot be "targetted" at an individual; it's "broadcast" to the area. Wierding Howl- No matter where they are, your Progenitor and all of your Progeny have an instant sense of where you are, and should try to come to your aid instantly. Note that if you move or are moved, they will still only have a sense of where you *were*, not where you *are.*
OPTIONAL VAMPFURRE-ONLY ADVANTAGES
These aren't included in the Vampfurres package automatically, but a Vampfurre can purchse them *separately*, for additional points. * Generation 2 (*Special: send URL of background, and a character sheet that's legal except that you have spent 2 Adv. Pts. on "Supernatural: Vampfurre" and 3 on Generation. I'm looking for a background that not only shows an awareness of the canon background but also reinforces it. I am looking for "stereotypes" rather than exceptions. You'll notice that a Generation 2 has no points to throw around for high stats. That's right. This character has to rely on the player's own wits and charisma, not on even *slightly* good stats! There can only be 2 for each of the 13 Coven members, and if your character has been inactive for a long time, I reserve the right to remove them from the web page listing.) Character is the Childe of a member of the Coven. This Advantage automatically includes "license" for 2 Progeny (who must buy the Advantage Generation 3) and 1 Minion. All of the Coven would know this person by name. This character may even have received instruction (in skills, in combat, or in an Evil Way) from a member of the Coven. At your option, your Progeny can be NPC's (See NPC rules below). Your character should be between the ages of 5000 and 6000. Generation 2 Vampfurres receive 8 Hobbies, 7 Apprentice skills, 6 JourneyFurre skills, and 4 Professional skill, which *must* be NON-COMBAT abilities. * Generation 3 (-3 Points) Character is the Progeny of the Progeny of the Coven. This Advantage automatically includes "license" for 1 Progeny (who must buy the Advantage Generation 4) and 1 Minion. Only one member of the Coven, the lineage's Progenitor, is likely to know this character by name. Upon learning their Progenitor, they might be granted a measure of respect from the Coven. At your option, your Progeny can be NPC's (See NPC rules below). Your character should be between the ages of 4000 and 4999. To help reflect your age, you receive 7 Hobbies, 6 Apprentice skills, 5 JourneyFurre skills, and 3 Professional skills, all of which *must* be NON-COMBAT abilities. * Generation 4 (-2 Points) During their existence, this character has probably only spoken to one member of the Coven, most likely their own Progenitor. They may have had some teaching from various members of the 2nd Generation. This Advantage automatically incluces "license" for 1 Progeny (who must buy the Advantage Generation 5). At your option, this Progeny can be an NPC (see Progeny below). Your character should be between the ages of 2000 and 3999. To help reflect your age, you receive 6 Hobbies, 5 Apprentice skills, 4 JourneyFurre skill, and 2 Professional Skills, which *must* be NON-COMBAT abilities. * Generation 5 (-1 Point) Your Progeny will still possess the Voices of the Damned abilities. (They must purchase the Advantage Generation 6.) This Advantage automatically includes 1 Minion. Your Progeny may not be NPC's. Your character should be between the ages of 1000 and 1999. To help reflect this, you receive 5 Hobbies, 4 Apprentice skills, 3 Journeyfurre skills, and 1 Professional skill, all of which *must* be NON-COMBAT abilities. * Generation 6 (Free upon completing official character generation!) Your Progeny may not be NPC's. Your character can be up to 999 years old. Like Generations 1-5, you are capable of Voices of the Damned abilities. You receive 4 Hobbies, 3 Apprentice skills, 2 JourneyFurre skills, 1 Professional skills, all of which *must* be NON-COMBAT abilities. * Regeneration (-1 Point: Vampfurres Only.) This is the ability to regrow a limb or sensory organ, which the various forms of Healing cannot do. Normally, if a Vampfurre loses a limb or sensory organ such as an eye, it will *not* grow back. (This Advantage may be purchased with experience points to restore a disability later.) The ability is not instantaneous: For each pound of flesh and bone that is missing, it requires 1 real-life week of healing. * Minion (-1 Per Minion: Vampfurres Only.) A Minion is a servitor, like Dracula's Renfield. Minions who share their master's taste for flesh are referred to as "Ghouls", but not all Minions have this craving. This Advantage allows the player to invent an NPC (see Progeny rules below for regulations on NPC's). A player-character Minion gained during Roleplay is free. To become a Minion, a furre drinks a cup of their Regnant's blood on three separate nights. The Minion is Enthralled by the Vampfurre, will follow an order as long as it does not obviously endanger their own life. Player-Character Minions may acquire a Lacuna in exchange for an Evil Way, but their power remains only as long as they keep drinking a cup of their Regnant's Blood once each month. Minions live beyond normal lifespan so long as they keep drinking Vampfurre blood- there are even Hunter Minions, who use their Evil Ways to prey upon Vampfurres the way Vampfurres prey upon mortals! (This can be bought with experience points) * Progeny (-1 Per Player Character Progeny: Vampfurres of Generation 6 or lower Only) This is for Progeny beyond those automatically awarded as part of a Lower Generation Advantage. NOTE: If you are Embraced ICly, your character sheet must be done all over again. Progeny pay only 1 points for being a Vampfurre *PLUS* the cost of being one Generation higher than their Sire.
NPC Rules
It's generally acceptable to invent Non-played characters (NPC's) to fit your character's background as long as they are completely ordinary Furres. For example, you can't invent an NPC Mage to heal you of wounds you received. Doing so is unfair to player characters of that kind of character.
In Roleplaying (as opposed to Persona Play), once you begin playing the character, the NPC's don't show up as characters unless you purchased them with Advantage Points. NPC's are not permitted to fight for you. Don't generate characters for them, as this would violate the rule that your alts may not interact. NPC Progeny exist "offstage", purely for background and ongoing story purposes. They are considered Cool 1.
NPC Progeny therefore do not have character sheets. They may have Disadvantages, but the only Advantages they ever possess are"Vampfurre" and being one generation higher than your character. If it becomes absolutely necessary to know what their statistics are like, they are Average (10). If you want you can "flesh them out" and give them some background by giving them skills. They may take 1 JourneyFurre skill and 1 Professional skill which are combat-related, plus those skills they receive for their Generation.
OPTIONAL VAMPFURRE-ONLY DISADVANTAGES
The Evil Ways (Vampyre Furre Powers)
The powers are learned in strange rituals, which came from the Dark HalfPrimes. For each one a Vampfurre possesses, they acquire one additional Lacuna. Such is the price of the Evil Ways. Evil Ways do not work upon QuarterPrimes, but do work on QuarterDarkPrimes. *Mindslip. The Vampfurre is not remembered by those they have met, unless a specific ritual is performed. The ritual requires a drop of the Vampfurre's blood to be smeared on the eyelids of both of the rememberer's eyelids. The Vampfurre will also be remembered if the victim is reminded by something at a time that they see Furre blood. (In a modern setting: Photography, and other mechanical means will record the Vampfurre just as normal. When the spell is broken, the victim is very aware that something wierd had happened. *Ghostpaw. At will, the Vampfurre can walk or run leaving neither prints nor scent. They can pick items up and leave neither prints nor scent. This power is thwarted by moving across live green plants: their scent will remain, and leaves will be bent, crushed, or broken. *Demonwings. In about five minutes, the furre grows a set of batlike wings on their back. They cannot carry more than a third of their own weight. They move as fast as a running Ostrix in flight. It also takes about five minutes to banish the wings. This takes just a little concentration, and if this is interrupted by the presence of combat (or similar distraction), the process of growing or ungrowing the wings must begin again. *Soulsear. By drinking a cup of the victim's blood, the victim temporarily acquires the Lacuna of the Vampfurre's choice for three nights, after which they return to normal, as if nothing was amiss. Only one Lacuna can be inflicted at a time, but this can be done repeatedly, and even from a distance. *Mistform. This does not permit the Vampfurre to pass through cracks, rather, it makes them immune to injury from blades, bludgeons, missile weapons, and falling damage. The Vampfurre appears to be a colorless fog version of themself. Magical, mystical, blessed, etc. weapons are effective against a Vampfurre ONLY if they are the property of a Guild to which both attacker and defender both belong. A Vampfurre can assume or recover from Mistform in five minutes, during which time, they must concentrate a bit. If this is interrupted by the presence of combat or similar altercation, they must begin again. (Clarification: not *all* magical etc. weapons work on a Vampfurre in Mistform, but those that are THE relics or artifacts of their Continuity *do* work, especially if they are consecrated to "Good".)
We Just Say No... The following are powers we have deemed to be a) too powerful to give even the NPCs, b) not fun for other player characters and/or c) just can't be done credibly in the scope of our game. They are likely to be thought of, as "twinky." If you are playing Cool 2 or higher they are not permitted. * Magic Item (*) Artifacts have to be the property of the game and the Guilds' continuities. Magic items exist but they are NOT given away as Advantages. * Shift_Planes (*) This power implies the existence of other worlds, and we're sorry but we can't permit players to invent other dimensions, or to claim a connection between the worlds of Furcadia and any other place. * Teleportation (*) This power seriously violates fairness and credibility. * Wingless_Flight (*) This one is inappropriate; it feels like Superheroes. * Invisibility (*) Real-life privacy is far to sensitive to justify its use IC. * Bodiless (*) This power includes all phenomena such as being soul locked in a tiny amulet, being a ghost, turning into a cloud of mist. * Super-high Tech (*) That means androids, cyborgs, supercomputers, FTL space ships, and so on. * Prime/DarkPrime (*) These are actually OOC jobs, not roleplaying abilities. Please do not claim to be one of these! :) This category includes anything like a "god". * Half Prime (*) We don't permit players to create Half-Primes .
The OOC Registry-- If you would like to be a registered Childe, send the URL to a background summary (no more than 200 lines please) to Talzhemir@furcadia.com. Please do not use this address for other purposes. Repeat, this is not a public email address. :) Please note that this is only for those players who choose to adhere to the official authentic rules.*Kuyorra the Terrifying
*Nuava the Taker
**Evalia Ek'Nuava
*Tauthmyarr the Destroyer
*Ghislok the Alone
*Svinlok the Hollow
*Sharok the Unbound
*Kriorn the Master
**Grimgroth Ek'Kriorn
**Voltemand Ek'Kriorn
*Gozmeron the Cruel
*Shatugar the Betrayer
*Aburralon the Sorrowful
***Diantinus En'Albion Ek'Aburralon
*Heng the Enemy
*Willathry the Cunning
*Tamanannu the Eater of Flesh
**Seldron ti'Keung Ek'Tamanannu
(sire?) **Orbulon
Vampyre Furre Ranks "Larva"-- a newly-minted bloodsucker. They need very little blood to survive; that need grows as they age. Larva are on probation and have no more rights than mortants. "Thane"-- a Larva who has behaved acceptably and lived long enough can be promoted to a Thane by an Ellister. The Thane swears fealty to that Ellister. The word "Thane" is Norse for "minor lord" but its older meaning of "Military servant" is the sense in which it's applied. In Kasuria, vampfurre society is ruled by Thanes organized into Councils. In the Olde World, that privilege is reserved for the less numerous Lancers. "Lancer"-- Ranking higher than a Thane, a Lancer has something of a heroic tradition. To avoid interference from society, vampfurres are self-policing, often harshly so. The title refers to the silver-tipped boarspears that vampfurres traditionally used. The rank of Lancer was traditionally only accorded after a Vampfurre killed a Lycanthian. Now it may be granted for any warrior's act on behalf of vampfurres in general, such as killing a known vampfurre hunter, or destroying a vampfurre whose actions clearly endangered other vampfurres. The status of Lancer is traditionally given by an Ellister in a ceremony before the whole Council. "Ellister"-- The title accorded vampiric nobility is "Ellister". The position of Ellister was created out of a need to organize who hunted where (an older title is "Keeper of the Maps"). In time, the Ellister role changed into one who presides over a Council. Currently, Ellisters have become like monarchs, with Lancers functioning as combination knights and generals. The emblem symbollizing the office of the Ellister is a willow tree, and an Ellister usually has a heavy staff made of willow for keeping order. ------ "Mortant"-- a non-supernatural. The term is not applied to Lycanthians, Faeriefurres, or Mages that have achieved immortality. "Minion"-- a servitor to a Vampfurre. A being that is made a Minion becomes a Mortant-- all their powers are lost in the transformation. "Beyth"-- An Ellister's immediate household, usually consisting of several Lancers and a number of supporting mortants.BACK TO FURRE! RULES