Vallahism

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[This trait falls under the Low-Level Resriction clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the Mixed & NPC Only Acquisition clause. All traits taken from this system must be noted in the character profile of the character who uses it.]

Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue 'To swear in Holy Name,' derived from their tainted and nefarious origins.

Origin of Trait

The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of Ombra finally did something which appalled Sol too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.

Acquisition

Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.

Transformation

Vallahism Acquisition Cycle: (Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)

Sept 1

The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.

Sept 2

The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.

Sept 3

The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.

Sept 4

The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.

Sept 5

The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.

Sept 6

The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.

Sept 7

The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.

Sept 8

All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.

Physical Changes

Vallah has many effects and physical changes at various points, the specifications of these being detailed in the Mechanics section below. Some general assertions can be made however at the population of them at large and not the more unique cases.

Vallah's eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.

Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.

Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.

Mental Changes

Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:

Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.

Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.

Blood Starvation

The Vallah's curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it's day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.

General Mechanics

  • Vallah do not require food or water, but they can still partake in the consumption of it even though it isn't pleasant nor provides any benefits.
  • Vallah cannot see their reflection in mirrors.
  • Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.
  • Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving silver. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.
  • Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.
  • Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.
  • Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.
    • Vallah cannot feed on other vallah to sustain the curse.
      • Feeding in combat takes one turn to drink half a pint of blood. This regenerates 3 HP per half pint taken.
  • The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.
  • Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.
    • They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.
  • Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.
  • When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.
  • Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).
  • Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.
  • While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.
  • During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.
    • Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.
  • Vallah are resistant to curse damage.

Build-A-Bat

The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer. The vallah cannot take any traits that will cause them to go below 0 points. Negative traits must be taken in order to balance it out. Each level of vallahism is only able to manifest a certain amount of traits, be they good bad or otherwise before the body struggles to stay together. Certain traits are excluded from this and are specified within the trait itself. When a vallah evolves into the next tier, they are capable of modifying their existing curse freely only once when it occurs. Vallah MUST take one negative sun trait unless they take the daywalker trait.

Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.

  • OOC Time: 0-3 Months Cursed
  • 5 Base Points
    • 6 Traits

Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.

  • OOC Time: 4-7 Months Cursed
  • 8 Base Points
    • 8 Traits

Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.

  • OOC Time: 8+ Months Cursed
  • 10 Base Points
    • 10 Traits

Build-A-Bat Traits

Negative Sun Traits
Name Description Cost
Bane of the Sun Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. +5
Sapping Glares Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. +4
Disorienting Rays The vallah cannot cast spells, use active abilities or concentrate while in sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. +3
Burning Blisters The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. +2
Migraine Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. +1
Negative Traits
Name Description Cost
Shadowsbane The vallah curse is actively suppressed by darkness. While not within any source of bright or dim light, the vallah loses all of their positive traits granted by the curse, and they act as if they are within direct sunlight (without any sun traits). They are also unable to gain nourishment from feeding. +5
Insatiable The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. +5
Immutable (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. +5
Mark of Profanity The vallah becomes vulnerable to gold and copper (in addition to their existing silver vulnerability). They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay for longer than 3 turns. +5
Moonburn The vallah is actively harmed by moonlight itself, as the curse twists against them. When exposed to moonlight, the vallah loses 3 HP per turn, and cannot regenerate in any fashion besides feeding during the same turn they took damage from this trait. +4
Withering of Undeath The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from magical scarring. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. +4
Hydrophobic The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage. +4
Bane of Animals Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals. +4
Sluggish Gait The vallah seems to stick to everything as if the world itself tries to keep them down. They lose 1 rank of speed. This trait is mutually exclusive with accursed strength. +3
Decrepit Regeneration The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, magical scarring takes twice as long to wear off if they are healed outside of the 24 hour period. +3
Flammable Disposition The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. +3
Flowing Fears The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. +3
Aversion to Stakes The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. +2
Sadistic The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. +2
Sloppy The vallah cannot seem to feed properly for any variety of reason, and requires double the amount of blood normally required in order to be properly satiated. +2
Obsessive Counting The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). +2
Encroaching Darkness The vallah loses all traits, abilities and spells that grant them dark vision regardless of source. Any darkvision buffs also do not work on the vallah. +1
Polite Manners The vallah is incapable of entering through entrances or doors that lead to someone's private property without their express consent. +1
Malignant Curse The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. +1
Particular Appetite The vallahs body actively rejects any form of sustenance that isn't flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. +1
Neutral Traits
Name Description Cost
Ocular Potential The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. This trait does not count toward the trait point total. -1/-2
Feeding Mutations The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. This trait does not count toward the trait point total. 0/-1
Physical Permutations The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. This trait does not count toward the trait point total. 0
Permeating Frost The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. -2
Alternative Methods The vallah does not require to feed directly on players in order to satiate themselves and may use NPC's instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. -2
Peaceful Respite The vallah may rest and sleep as a normal person would, and in normal conditions. This trait does not count toward the trait point total. -1
Arial Atrophy The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. +2
Silver-Backed Replacement The vallah and others are capable of seeing themselves in the mirror once more. This trait does not count toward the trait point total. -1
Shadowed Communication At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. -2
Stygian Immortality The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. -1/-2
Embodiment of Vallahism The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. -2
Sanguine Absorption The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. -2
Systematic Overload The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. -1
Duskmoor Companions The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. -1
Influential Suggestion (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. -2
Alternative Rest The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. This trait does not count toward the trait point total. -1
Skittering Leap The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. -1
Vallah Mythos The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. This trait does not count toward the trait point total. 0
Mist Form The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. -3
Enduring Stamina The vallah gains +2 maximum HP for every point they put into this skill. This trait does not count toward the trait point total. 0/∞
Positive Traits
Name Description Cost
Daywalker The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. -5
Nocturnal Shapeshifter The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. -5
Vital Regeneration The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. -5
Bloody Metamorphosis Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. -5
Accursed Strength At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. -4
Unholy Growth The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. -4/-5
Bonded Familiar The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. -4
Lunar Reformation While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. -4
Surface Deep The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. -3/-4
Silence of the Dead The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. -3
Stalking Descent The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. -3
Conservative Drinker The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. -3
Sticky Grippers The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. -2/-3
Talons of the Night The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. -2/-3
Symphonic Pulsation The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. -2
Fearful Hesitation The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. -2
Nocturnal Vision The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. -1
Bloodhound The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. -1
Eldritch Resistance The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. -1
Accursed Constitution The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. -1/-2

Races Blood & Essence

Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.

  • Tiny Races: Six Pints
  • Small Races: Eight Pints
  • Medium Races: Ten Pints
  • Large Races: Twelve Pints
  • Huge Races: Fourteen Pints

Blood & Essence Drain Side Effects

The following list contains the immediate effects of blood loss, in regards to our universe.

Tiny Races
  • Blood
    • 0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)
    • 1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.
    • 1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.
    • 2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.
    • 3 Pints - Death.
Small Races
  • Blood
    • 1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)
    • 1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.
    • 2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.
    • 3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.
    • 4 Pints - Death.
Medium Races
  • Blood
    • 1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)
    • 2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.
    • 3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.
    • 4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.
    • 5 Pints - Death.
Large Races
  • Blood
    • 2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)
    • 3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.
    • 4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.
    • 5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.
    • 6 Pints - Death.
Huge Races
  • Blood
    • 3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)
    • 4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.
    • 5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.
    • 6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.
    • 7 Pints - Death.

Curing Vallahism

Curing vallahism is not an easy practice, but does have multiple routes. Despite the many potential ways to do it, the symptoms of being cured lead the same way in the end. For 3 OOC days, the vallah suffers from an intense pain that radiates across their entire body that cannot be sedated or mitigated, and they cough up and expel the curse through unsavory bodily functions. This prevents them from being in combat entirely. After the time has passed and the immense suffering that is required, they are cured of vallahism and cannot contract it again for 1 OOC month. Should they intentionally attempt to do so, their body will perish in the attempt.

Divinity

  • Using specific abilities with the old power of the divines vallahism was capable of being cured.

Origin Magic

  • Using the old method of a legendary plant alongside healing spells, vallahism was capable of being cured.

???

  • As of now, there is no direct method of curing vallahism besides the old magics.
Curses
GorgonismJacobin's BaneLycanthropyRevenantsVallahismVikarus
The Realm of EphimoriaBeyond the Fracture

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