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.
Vampires
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.
Vampiric Powers
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.