The following is inspired, in part, by Vampire: the Masquerade, and is intended to make gothic fantasy archetypes playable, or at least more developed than simply monsters.
A vampire is an immortal predator, sustained by the blood of the living and bound to the darkness. Neither fully alive nor truly dead, it exists in eternal hunger and unnatural vitality.
Upon exsanguinating a victim, a vampire may share its dark gift by offering them its blood. This act halts the body’s natural functions, triggering a profound and irreversible transformation. The vampiric blood courses through the veins, reshaping the fledgling into something both terrifying and extraordinary.
Skin hardens like steel, muscles grow unnaturally strong, and bones are fortified against decay. The senses sharpen to detect the faintest sound or scent of prey, and the nervous system quickens, granting supernatural speed and precision. With these changes comes an insatiable hunger for blood, a primal need that defines the vampire's existence and binds it to its predatory nature.
Attributes – +5 to Strength & Dexterity
Skills – Endurance +50%, Perception +30%, Bloodlust = 100% - (Int + Pow)
Claws – The vampire grows retractable claws that can be used to inflict 1d4 + Damage Modifier points of damage.
Fangs – The vampire grows retractable fangs that can be used to inflict 1d3 + Damage Modifier points of damage.
Frenzy – When hungry (less than half full) the vampire is at risk of frenzying when exposed to the sight or smell of fresh blood. He may attempt to resist the urge to kill and drink by successfully pitting his Willpower against his Bloodlust. If he fails he descends into a red fugue, slaying and feeding indiscriminately for 2d6 rounds before regaining control of himself.
Night Sight – This allows the vampire to see in partial darkness as if it were illuminated and in darkness as in partial darkness.
Regeneration – The vampire may regenerate 1 Hit Point per round to each Hit Location provided it has blood in its system. Vampires with more potent blood heal at a faster rate.
Undead – The vampire is immune to fatigue and severe injuries, suffering no penalties from Serious Wounds, and not subject to incapacitation from Serious Wounds. Only decapitation or total destruction of the body is guaranteed to kill a vampire outright, otherwise impaling it through the heart will paralyze it.
Vampiric – The vampire must drink blood, lest it weaken and go mad with hunger. When attacking, a vampire will often claw at and attempt to grapple its victim, so that it may secure a blood-draining bite (bleeding one level of Fatigue per round).
Vulnerable – Vampires are vulnerable to fire, and are burned by holy water as if it were acid, healing such damage at a rate of 1 Hit Point per day to each Hit Location; and are rendered powerless in direct sunlight, being unable to regenerate or use their Vampiric Powers.
The Power of the Blood
Blood Pool – A vampire's Blood Pool reflects the stored energy derived from feeding. One Blood Point is gained for each Fatigue Level drained from a human, while animal blood provides only a fraction of this sustenance. Each day of unlife, and round of regeneration, costs 1 Blood Point. If reduced to zero Blood Points, a vampire will fall indefinitely into a catatonic state.
Blood Potency – Blood Potency is a measure of the power contained within a vampire's blood, determined by its closeness to the progenitor. Vampires of the First Generation, the most ancient and powerful, possess a Blood Potency of nine, with the potency diminishing in each subsequent generation.
Younger vampires can increase their Blood Potency only by completely draining a vampire of greater potency, a dangerous and often deadly endeavor. Successfully doing so permanently raises the slayer's Blood Potency to match that of their victim (if higher) and grants access to the victim's vampiric powers.
The victim's highest vampiric power is immediately conferred to the slayer, either at its base rating (if the slayer did not previously possess it) or with an increase of 20 points (if they did).
Blood Potency |
|||
Blood Potency |
Maximum Blood Pool |
Regeneration |
Maximum Attribute Rating |
1 |
10 |
1 Hit Point per round |
20 |
2 |
20 |
2 Hit Points per round |
25 |
3 |
30 |
3 Hit Points per round |
30 |
4 |
40 |
4 Hit Points per round |
35 |
5 |
50 |
5 Hit Points per round |
40 |
6 |
60 |
6 Hit Points per round |
45 |
7 |
70 |
7 Hit Points per round |
50 |
8 |
80 |
8 Hit Points per round |
55 |
9 |
90 |
9 Hit Points per round |
60 |
Vampiric Breeds
Lilitu
The Lilitu are predatory she-demons, their twisted forms a reflection of their depraved souls. These vicious harpies haunt the darkness, reveling in terror as they target the vulnerable with sadistic delight. Much like the Nosferatu, the Lilitu are cursed to wear their monstrous nature on their hag-like faces.
Vampiric Powers – Potence, Presence, Therios
Weaknesses – The Lilitu share the weaknesses of the Nosferatu, but are even more unstable. They suffer a penalty of one difficulty grade to all Sanity checks to retain their composure in stressful situations, reflecting their volatile, predatory nature.
Nosferatu
Moloch worshiping blood sorcerers and spreaders of plagues, the Nosferatu are the vilest and one of the most ancient breed of vampire, being twice damned as both the mortal descendants of Cain and the undead spawn of the Watchers. Their cursed blood warps their visages to reflect their malevolent and duplicitous nature: predatory features, leering black eyes, and sadistic sneers. The very sight of a Nosferatu stirs instinctive unease and revulsion in those who behold them.
Vampiric Powers – Crypsis, Dominate, Phobus
Weaknesses – Truth and rightful authority are the weakness of the Nosferatu; calling them what they truly are causes them to recoil involuntarily and to make a Willpower roll or be forced to flee in fear at having been found out. Likewise when confronted with cruciform or solar sacred symbols the creature must make a Sanity roll or temporarily drop any facade or illusion it is using to mask its true nature. Finally the Nosferatu cannot cross the threshold of another’s domain without lawful permission, freely given.
Strigoii
The Strigoii appear as walking corpses, their pale, bloodless skin mottled with blue-black bruises and signs of decay. They exude the foul stench of the charnel house, a constant reminder of their undead nature.
Vampiric Powers – Corpus Imortis, Phobus, Potence
Weaknesses – The Strigoii are unmistakably dead, their appearance loathsome and incapable of passing as living beings. Their very touch is destructive, causing plants to wither and die.
Veshtitza
The Veshtitza are aristocratic vampires, exuding grace and refinement. Their features are striking and elegant, but their moody temperaments reveal the turbulence of their immortal passions.
Vampiric Powers – Celerity, Presence, Telens
Weaknesses – The Veshtitza are vulnerable to silver, healing such damage at the slow rate of 1 Hit Point per day to each Hit Location. Their refined passions are both a strength and a curse, as they must make Willpower or Sanity rolls to resist emotional or sensual provocation, risking loss of self-control.
Volkodlak
The Volkodlak are feral vampires who haunt the countryside and wilderness. Over time, their features grow progressively more savage and animalistic. Older Volkodlak often bear traits such as pointed ears, thick body hair, nonretractable claws or fangs, and wolf-like golden eyes.
Vampiric Powers – Animalism, Fortitude, Therios
Weaknesses – The Volkodlak are vulnerable to silver, healing such damage at the slow rate of 1 Hit Point per day to each Hit Location. They are also particularly prone to frenzy, suffering a penalty of one difficulty grade on all Willpower rolls to resist such states.
A newly risen vampire begins with three vampiric powers based on their breed. These powers can be improved through study, training, or mentorship. New powers can be learned by drinking the blood of a vampire possessing those abilities, mentorship from an experienced vampire, or, in rare cases, self-discovery.
Self-discovery, however, is the most difficult path, and some powers—such as Corpus Imortis, Fortitude, Therios, and Telens—cannot be learned without consuming the blood of a vampire who already wields them.
Animalism (Pow + Cha) – Animalism grants a supernatural bond with animals, enabling communication, control, and summoning. Each use beyond the basic level costs 1 Magic Point.
Base Ability: The vampire can add his Animalism rating to Lore (Animal Husbandry, Animal Training), Ride, and any Influence or Insight rolls involving animals. Additionally he can mentally communicate with animals within line of sight, sharing emotions, images, and basic concepts, with a successful Animalism roll he may persuade it to perform a minor favor for him..
40% Rating: The vampire can summon animals of a specific type within a radius of 1 mile per Blood Potency. These animals travel to the vampire's location as quickly as possible.
60% Rating: The vampire can direct summoned animals to attack a specific target or group. These creatures will not be deterred by mundane means, such as fire, and will try to devour the target(s).
80% Rating: The vampire can establish a telepathic bond with a single animal, enabling two-way communication and allowing the vampire to see and hear through the animal's senses. This bond functions within 20 miles; while using the animal’s senses, the vampire is blind and deaf to their surroundings.
Celerity (Dex + Pow) – Celerity imbues the vampire with superhuman speed and reflexes
Base Ability: The vampire can add his Celerity rating to Acrobatics, Athletics, Evade, and Unarmed rolls, and gains a bonus to his Initiative equal to 1/10th his Celerity rating. Additionally, at the cost of 1 Blood Point per round, the vampire gains a number of extra Action Points equal to 1/20th his Celerity rating, and may increase his base Movement Rate by 1/10th his Celerity.
Corpus Imortis (Con + Pow) – Corpus Imortis reflects the vampire’s inhuman resilience and ability to endure.
Base Ability: The vampire can add his Corpus Imortis rating to all Endurance skill checks, and gains bonus Hit Points to every Hit Location equal to 1/20th his Corpus Imortis rating.
40% Rating: Severed body parts remain functional. The vampire can sense the location of any severed limb and move or manipulate it as though still attached.
80% Rating: The vampire can survive even decapitation, maintaining control of his head and body even when separated.
Crypsis (Int + Pow) – Crypsis allows the vampire to alter their appearance, hide their true nature, and move unnoticed. Each use beyond the basic level costs 1 Magic Point.
Base Ability: The vampire can add his Crypsis rating to Acting, Conceal, Deceit, Disguise, and Stealth rolls.
40% Rating: The vampire can use the Folk Magic spell Incognito.
60% Rating: The vampire can use the Folk Magic spell Mimic.
80% Rating: The vampire can alter how they are perceived, masking their aura and supernatural nature completely, even against magical detection.
Dominate (Pow + Cha) – Dominate grants the vampire the power to impose their will upon others. Each use beyond the basic level costs 1 Magic Point and requires eye contact.
Base Ability: The vampire can add his Dominate rating to Influence and Hypnotism rolls.
40% Rating: The vampire can issue a one-word command, which the target must obey unless they succeed in an opposed Willpower roll. He may also use the Folk Magic spell Sleep.
60% Rating: The vampire can implant suggestions into the target’s mind, compelling them to fulfill an action at a later time unless they succeed in an opposed Willpower roll. The vampire may also use the Folk Magic spells Befuddle and Repugnance.
80% Rating: The vampire can remove, alter, or implant memories in the target’s mind, with an opposed Willpower roll required to resist.
Fortitude (Con + Pow) – Fortitude grants the vampire exceptional toughness.
Base Ability: The vampire can add his Fortitude rating to Endurance rolls and gains an Armor Rating equal to 1/20th his Fortitude rating.
Phobus (Pow + Cha) – Phobus allows the vampire to radiate fear and dread, overwhelming those around them. Each use beyond the basic level costs 1 Magic Point.
Base Ability: The vampire can add his Phobus rating to Influence (Intimidation) rolls, and afflicts those in his presence dread, making most skill checks one difficulty grade harder unless the make an Easy Willpower roll.
40% Rating: The vampire can induce terror, causing targets to flee for 2d6 rounds unless they succeed in an opposed Willpower roll. Characters unable to flee may attempt to defend themselves but suffer a penalty of one difficulty grade.
60% Rating: The vampire can paralyze targets with fear for 1d4 rounds unless they succeed in an opposed Willpower roll.
80% Rating: The vampire can inflict long-term psychological trauma, causing debilitating nightmares for months or even years to come.
Potence (Str + Pow) – Potence grants the vampire inhuman physical strength, allowing them to perform feats of raw power that defy mortal limits.
Base Ability: The vampire can add his Potence rating to Acrobatics, Athletics, Brawn, and Unarmed rolls. Additionally, at the cost of 1 Blood Point per round, the vampire may add five times his Potence rating (in pounds) to the maximum amount of weight he can lift, and may increase his Damage Modifier by one step per 20 points of Potence.
Presence (Pow + Cha) – Presence imbues the vampire with supernatural allure and unearthly charm, swaying the emotions and desires of others with ease. Each use beyond the basic level costs 1 Magic Point.
Base Ability: The vampire can add his Presence rating to Acting, Courtesy, Dance, Deceit, Influence, Musicianship, Oratory, Seduction, and Sing rolls.
40% Rating: The vampire can use the Folk Magic spells Glamour, Soothe, and Voice.
60% Rating: The vampire can charm an individual, causing them to view the vampire in the most favorable light unless they succeed in an opposed Willpower check. A charmed individual will go out of their way to help the vampire, provided the cost or danger is not too great. The charm ends if the vampire betrays or mistreats the target.
80% Rating: The vampire can overwhelm their target with a powerful emotion, compelling them to act impulsively unless they succeed in an opposed Willpower check. The vampire chooses the emotion and its focus (e.g., wrath toward a specific individual or all-consuming lust). If the target's Passion is involved, resistance rolls are one grade easier. At this level, the vampire may also replicate the Sorcery spell Enslave, substituting their Willpower for the Shaping skill.
Therios (Con + Pow) – Therios reflects the vampire’s growing connection to their inner beast, enabling them to adopt animalistic traits and predatory instincts. Each use beyond the basic level costs 1 Blood Point.
Base Ability: The vampire can hone his senses to those of a predator, allowing him to add his Therios rating to Perception and Track rolls. Affecting a more extensive transformation costs 1 Blood Point, allowing him to add his Therios rating to Influence (Intimidation) rolls.
40% Rating: The vampire can grow deadly claws (1d6 damage) and fangs (1d4 damage) to enhance their combat abilities.
60% Rating: The vampire can sprout large, bat-like wings, granting them flight at a Movement Rate of 12 yards per round. They also gain access to the Fly skill (Str + Dex)
80% Rating: The vampire can transform into a massive, bestial monstrosity. This form grants +5 Strength and +8 Size, and the vampire becomes covered in fur, with a lupine head, claws, and a muscular frame.
Telens (Dex + Pow) – Telens allows the vampire to transcend physical limitations, enabling them to manipulate gravity and move with supernatural grace.
Base Ability: The vampire can add his Telens rating to Acrobatics, Athletics, and Stealth rolls. The vampire can move through dense, broken, or otherwise difficult terrain as though unhindered and can traverse surfaces that should not bear their weight, such as water or weak floorboards.
40% Rating: The vampire can manipulate gravity, allowing them to walk up walls, cling to ceilings, and leap five times higher and farther than normal. They also take no damage from falling.
60% Rating: The vampire gains the ability to levitate, moving in any direction at a rate of 6 yards per round, at a cost of 1 Magic Point per scene. Their leaping ability increases to ten times normal.
80% Rating: The vampire can phase through solid objects, such as walls, at a cost of 1 Magic Point per use. At this level, they move in absolute silence, leaving no trace of their passing.
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