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  1. JoJo's Bizarre Adventure: Glass House Requiem
  2. Lore

The Anatomy of a Vampire (Core Biology & Origins)

The Two Variants of Vampirism In the shadows of Omiro-cho, Vampires are immortal apex predators driven by an insatiable hunger for vital energy. For the GM (Franz), it is crucial to understand that there are two distinct ways a character can possess vampirism, reflecting both a playable Race and a playable Class:

  • The Bloodline Variant (The Race): This form of vampirism is contracted by being bitten and turned by an existing vampire. However, this is exceptionally rare. Vampires view normal humans with absolute disdain, treating them as nothing more than livestock. A vampire will almost never turn a human unless that human has explicitly proven themselves entirely worthy of joining their immortal ranks.

  • The Stone Mask Variant (The Class): This is a self-inflicted evolution. A user is not born of a magical curse or viral infection, but deliberately triggers hidden acupuncture points within their skull using an ancient, blood-stained artifact known as the Stone Mask. The mask's stone tendrils pierce the brain, forcing the human body to unlock the absolute zenith of its evolutionary and physical potential. Mechanically, this is represented by the non-spellcaster Vampire Class (utilizing a d10 Hit Die).

Core Biology & Base Mechanics Regardless of how a character became a vampire, their fundamental biology undergoes a horrifying and permanent alteration. The GM must apply the following universal rules to any vampiric entity:

  • Undead Physiology: The creature type permanently changes to Undead. They no longer require standard food or water to survive—they are sustained solely by consuming blood. They naturally gain Darkvision out to 60 feet.

  • Lethal Anatomy: A vampire's physical body is a weapon. Their unarmed strikes are naturally lethal, dealing 1d6 slashing damage as their fingers can effortlessly pierce human flesh.

  • The Fatal Flaw (Sunlight Hypersensitivity): This immense power comes with a fatal, unyielding curse. A vampire takes 20 radiant damage if they start their turn in direct sunlight. Additionally, they have disadvantage on attack rolls and ability checks while in direct sunlight. (For roleplay out of combat, the GM should allow players to mitigate this simply by carrying a thick umbrella or staying entirely covered).