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Killing a Vampire

Keywords: VAMPIRE-STAKING, VAMPIRE_STAKING, VAMPIRE-STAKE, VAMPIRE_STAKE, STAKING, STAKE, VAMPIRE-BEHEADING, VAMPIRE_BEHEADING, BEHEADING, VAMPIRE-RP-COMBAT, VAMPIRE_RP_COMBAT

There are two methods to kill a vampire. 1) A stake to the heart and 2) Beheading. With each of these, a confirmed death must be done with a specific style/type of weapon. This information will not be provided oocly however. A Vampire has four rounds to survive such attempts. If the correct weapons are not used, the Vampire will/can be gravely wounded, but true death will not be reached unless their HP drops accordingly as per standard RP-Combat. With the below attempts, HP only factors in if the player reaches -10 HP before their fourth round.

NOTE: For any attempts at such RP an IMM must be requested prior and available to act as a DM during the RP fight. If an IMM DM is not present, it will be voided. Any attempt to kill a Vampire with the below methods must be declared OOCly first AND also referenced in the attack mote itself. If the attack is not called, it will not count.

RP-Combat Informationfor Staking a Vampire's Heart:

Staking a Vampire is a difficult feat and the heart is a small area to target that is typically protected. Thus, the attacker must first reach the Vampire's AC with an attack roll. If they do so, then a second attack roll is needed, requiring a natural 18 or higher, to target the Vampire's heart.

First round, 1d20 + Fortitude with a DC of 19 to survive. If failed, Vampire will immediately begin to feel the effects of the weapon spreading through their heart and out into their body as though a shooting, burning pain. Movement becomes more difficult. Player takes 2d5 straight damage.
Second round, 1d20 + Fortitude with a DC of 20 to survive. If failed, where that shooting burning pain flowed, now the blood begins to putrify within the Vampire, burning them from the inside out like liquid fire. Vampire can barely move now and is in agony. Player takes 2d8 straight damage.
Third round, 1d20 + Fortitude with a DC of 21 to survive. If failed, Vampire's body is now on the verge of combusting. Excrutiating pain radiates through the entire body. Player takes 3d7 straight damage.
Fourth round, 1d20 + Fortitude with a DC of 22 to survive. If Vampire player does not reach DC then at the end of round four they will immediately burst into a flash fire and just as quickly turn to full ash. Only a God(dess) can save the Vampire at this point. Player takes 3d9 straight damage.

If player
does reach their DC, they are still gravely wounded and dying unless the stake is removed from their heart. The Vampire cannot do this themself. No regenration can take place with the stake still within the body. The Vampire has the means to recover, but they must do so within 3 rounds or player still has chance of actual death.

If Vampire succeeded on
Round One, then they must consume 2 quarts of fresh blood, not from flask or fountain, to be considered functional once more.
If Vampire succeeded on
Round Two, then they must consume 4 quarts of fresh blood, not from flask or fountain, to be considered functional once more.
If Vampire succeeded on
Round Three, then they must consume 7 quarts of fresh blood, not from flask or fountain, to be considered functional once more.
If Vampire succeeded on
Round Four, then they must consume 12 quarts of fresh blood, not from flask or fountain, to be considered functional once more.

Note: IRVs are not used in this situation.

RP-Combat Informationfor Beheading a Vampire:

Beheading a Vampire is a difficult feat. Thus, the attacker must first reach the Vampire's AC with an attack roll. If they do so, then a second attack roll is needed, requiring a natural 18 or higher, to target the Vampire's neck.

First round, 1d20 + Fortitude with a DC of 19 to survive. If failed, Vampire will no longer feel their body at all, but pain receptors can still feel the pain from the head's damage itself along with the confusion and shock of no longer having an attached body. During this time, the Vampire's body itself is in a frenzy as it slowly bleeds to death, but cannot be controled by the Vampire. Note: The body has no skills/control at this time, it's just running around like a... chicken with its head cut off. ;) Player takes 3d5 straight damage.
Second round, 1d20 + Fortitude with a DC of 20 to survive. If failed, it now feels as though acid has been poured upon the brain itself. The ability to see and speak has faded and panic is setting in. A normal person would be dead by now, but being a Vampire is undead, they have a few extra instincts kicking in. Agony. That's all that's felt. Player takes 3d8 straight damage.
Third round, 1d20 + Fortitude with a DC of 21 to survive. If failed, Vampire's ability to think is gone and they are nearing the stage of being fully brain dead. Player takes 4d7 straight damage.
Fourth round, 1d20 + Fortitude with a DC of 22 to survive. If Vampire player does not reach DC then at the end of round four both their body and head will immediately burst into a flash fire and just as quickly turn to full ash. Only a God(dess) can save the Vampire at this point. Player takes 4d8 straight damage.

If player
does reach their DC, they are still gravely wounded and dying and... missing their head. Vampire is capable of some speach, but it is difficult and limited. Their thought process at this point is reduced to a twelve year old's. Concentration for casting is impossible. In order to be saved, the Vampire's head must be collected and preserved in some means. The Vampire themself cannot do this of course. The Vampire has the means to recover, but they must do so within 3 rounds or player still has chance of actual death. To fully recover, both the head and a body must be joined to proceed with the below. The original body is not neccessary.

If Vampire succeeded on
Round One, one of the below healing means must be done first, then they must consume 4 quarts of fresh blood, not from flask or fountain, to be considered functional once more.
If Vampire succeeded on
Round Two, one of the below healing means must be done first, then they must consume 7 quarts of fresh blood, not from flask or fountain, to be considered functional once more.
If Vampire succeeded on
Round Three, one of the below healing means must be done first, then they must consume 9 quarts of fresh blood, not from flask or fountain, to be considered functional once more.
If Vampire succeeded on
Round Four, one of the below healing means must be done first, then they must consume 14 quarts of fresh blood, not from flask or fountain, to be considered functional once more.

Note: Even if Vampire succeeded upon Round Three or Four, at this stage there is extensive damage to the brain. Skill sets, knowledge and memories will be extremely affected and changes to stats, skill percentages and RP will be affected. With specific RP, however, this has a chance to be regenerated.

One of the stronger healing spells, be it cleric, druid, or potion/wand/staff/scroll must be used to mend the head and body to each other once more. Healing must occur within the above 3 rounds or player still has chance of death.
Stronger healing spells: cure critical, heal, mass healing, heavy bonding, heal critical, nature's aid, restore life. If potion/wand/staff/scroll are used, they must be level 100 or match the level of the Vampire player.

Note: IRVs are not used in this situation.