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Vampires: The Savior Hunters
(last updated 4-3-2000)
The vampires that I use in my campaign are quite different from the ones you're used to in Palladium's role playing system. I, like many, have eliminated the Vampire Intelligence. I find vampires are much more customizable and fun to DM when you get rid of them. I've also given them more variety in the powers each manifests. This is to keep my players on there toes, nothing like having them run into a vampire with the ability to shape change and an aversion to water, then introduce them to one with mind control who loves the waterfall he lives near. :)

Most of my inspiration is from the "Vampire Diaries" written by Anne Rice and White Wolf's Vampire: The Masquerade. Although, White Wolf got most of their ideas from Rice as well. I also have to give kudos to The Gargoyle's Roost, this guy has similar vampires as well as an awesome take on Nightbane in general (his Nightwar is great!), which I use -in part- in my near future campaign.

The origins of the vampires have been lost over the ages. Not even the oldest among them (rumored to be over a thousand years old) has any knowledge of their creation. They only know themselves as the keepers of man, his protectors and harvesters. Vampires are a lesser evil that must be endured for they alone keep the Dark Lords from outright conquering this reality. Vampires share a link to the dark, much the same as the Dark Lords themselves. For reasons unknown, only one race with such a link may control any one reality at  a given time. So, as long as the vampires are more prominent than the Dark Lords, the lords cannot fully occupy this reality.

Vampires have existed in relatively high numbers throughout the ages, but they have made many enemies over those many long years. Most notably are the Were-Creatures (see Tribes of the Moon in Rifter 4 & 5), these creatures have warred with the many vampire clans for mellinnia. The result was the near extermination of both these magical creratures. Then, more recently,  Vampire Hunters and Nightbane turned on the undead, deciding they were the sole cause of earth's problems. Within the past century or so there have been many small factions sprouting up accross the world bent on the destruction of vampires. This has resulted in a slow decline of the vampire population. As their numbers dwindle, so too does there hold on this reality. Now with the coming of Dark Day and the weakening of the barriers between our world and the Nightlands, the Nightlords have been able to send through organized search and destroy parties. As the Nightlords gain a firmer hold, they themselves come through to claim this world one city at a time. If the current pace of genocide continues, the Dark Lords shall gain control of our world within the next twenty years...

Not all vampires are evil beings. Many have joined nightbane factions in the fight against the Dark Lords. Contrary to what most people think, when a human undergoes the becoming (the change from mortal to vampire) her personality is not lost, replaced by a savage and cruel beast. Many vampires remain pretty much the same.  At least, initialy.  The alienation and newfound powers and vulnerabilities can work on the vampires will, causing them to crack and go insane. Also ever present is the taint of the dark that touches each one. Older vampires have become more like the Nightlords, especialy those who's lives have streched over a millenium.

Please sign my guestbook and tell me what you think of my work!

Rule on "becoming" a vampire are found HERE.
Information on known vampire clans can be found HERE.

Vampire R.C.C.

Attributes:

IQ:  3D6 ME:  3D6 MA:  4D6 PS:  4D6
PP:  5D6 PE:  4D6 PB:  4D6 SPD:  5D6
HP:PEx2+1D6/lv SDC:PEx5+1D6/lv
PPE:PEx6+3D6/lv ISP: MEx2 + OCC
Natural Abilities:All powers and vulnerabilities are listed below.  In each section those abilities/ weaknesses common to all vampires are listed first, followed by the optional ones which cost/ grant PPE.
Life span: Immortal. Only by killing/ destroying the vampire can he truly die.
Habitat:Non restricted, but they prefer to live in or near civilized areas.
Size:Normal human height
Weight:As human
Appearance: They appear like normal humans, a little pale and somewhat cool to the touch but their hearts still beat.  They can pass for human without any problem unless someone who knows what to look for spots them.  However, when they are about to feed or when using advanced abilities, they reveal their animal visage (See powers below).
Standard Equipment:As varied as people are...
Starting Money: Depends on the age of the vampire
Age (in years)            Starting Wealth
1-20                             1D6x1000
21-50                           3D4x1000
51-125                         3D6x1000
126-250                       2D4x2000
251-500                       3D6x2000
501-1000                     2D6x3000
every 500 years after +1D6x1000

Skills
RCC Skills
Basic Math:+15%
Speak Native Language:+30%
Read/Write Native Language:+20%
Speak two Additional Languages:+20%
Read/Write two Additional Languages:+10%
Two Technical or Rogue Skills of Choice:+20%
Four Science, Physical, or Wilderness Survival skills of choice:+5%
Hand to Hand: Basic (can be upgraded as per normal Palladium rules)

RCC Related Skills
Select 7 plus two more at levels 3,7,11,15
Communications: Any
Domestic: Any+10%
Electrical: Any
Espionage: Any
Medical: Any
Mechanical: Any
Military: None unless the vampire is newly created (less than ten years as one)
Physical: Any+5%
Pilot: Any+5%
Pilot Related: Any
Rogue: Any+15%
Science: Any
Technical: Any+10%
W.P.: Any
WIlderness: Any+5%

Secondary Skills: 5 at level 1 plus two more at levels 4,8,12.

Experience:Use the Nightbane experience table.

Powers
Common Powers:
Night vision 200';  P.S. is supernatural; All forms of natural diseases/ plagues have no effect, drugs and other toxins are only 1/3 effective.
Regeneration: 2D6 SDC and 1D6 hp per turn (four rounds) regeneration is automatic and uses up 2 PPE/ turn. If there is not enough PPE remaining, the vampire only heals at 2D4 HP/SDC per hour and may not heal from sunlight damage.
Bonuses: +3 vs magic, +5 vs Horror Factor (except when confronted with sunlight or other weaknesses the particular vampire may have. All these saves are at a base of 15)
Animal Visage:  This is their true form, much like the Nightbane vampires have a facade and a morphus.  Unlike Nightbane, all vampires share the same morphus called the Animal Visage.  Their faces become marred by what appears as ancient runic scars, their eyes turn yellow and catlike and their fangs grow long enough to pertrude slightly.  Their bodies bulk up, gaining about fifteen pounds of muscle mass.  They gain a +5 to PS and PP and can leap 10'/ level.  In this form they are twice as vulnerable to sunlight (double all damage and cut all resistances in half).
The control: When a vampire is created, their creator (master) has the ability to control them
Blood Healing:  A wounded vampire can drain a victim to heal themselves rather than to gain PPE (NOTE: the vampire will still need to feed in order to satisfy the bloodlust requirement.) The rate in which one can do this is 1 HP for every 3 SDC/ Hp drained from the victim.  Once the vampire has fully restored his HP, he can then regain lost SDC at a rate of 1 SDC for every 2 points of SDC/ HP drained from the victim.  HP must be regained first, you cannot chose to gain SDC if the vampires HP are not at full capacity.

Unique Powers (PPE Spent):
To gain these abilities, a vampire character must permanentally spend PPE.

Basic Abilities
All vampires may aquire these abilities anytime they can afford to pay for them.  These abilities also do not cause them to reveal their animal visage.
1  Detect Magick (15 PPE): This allows the vampire to detect all forms of magick within a 250' radius + 25%/lv after gaining this ability. The power is automatic and has a 50%+5%/lv of succeeding.   PPE Cost: 1 per use
2  Detect the Supernatural (10 PPE): Same as Detect magic though it's range is 500' + 25'/lv after and is 55% +5%/lv accurate. NOTE: This gives the vampire the ability to automatically recognize another vampire by site and he/she has a 75%+5%/lv to recognize one that is not visible but still within his range of detection. PPE Cost: 1 per use
3  Enhanced Mental Faculties (30 PPE): This gives the vampire heightened inelegance and mental fortitude. Increase IQ by 2D4 and ME by 1D6. In addition gain +2 save vs psionics/ insanity.
4  Enhanced Vision (15 PPE): This not only increases the vampires night vision to 1000' but also enables him to see the entire light spectrum (Ultaviolet and infrared).
5  Enhanced Strength (25 PPE): This gives the vampire unbelievable strength. Increase PS
by 2D6+6 and consider it to be supernatural. Also add 2 points to PE and add 1D4x10 SDC.
6  Enhanced Endurance (30 PPE): This turns the vampire into an incredibly tuff hombre! The vampire can withstand the urge to sleep during the day (Can skip up to two nights in a row), has his PE increased by 2D6+4, also gains +2D6x10 SDC and 2D6 HP. NOTE: this increase in PE does not affect the amount of starting PPE the vampire has!!
7  Enhanced Nimbleness(25 PPE): This endows the vampire with incredible speed and dexterity. Increase his PP by 2D6 and SPD by 4D6 also add 1 ATT per round and +3 to strike, parry, and initiative, and a +4 to role with or pull a punch.
8 Enhanced Regeneration (50 PPE): This allows the vampire to heal at an increased rate. Heal SDC at 4D6/turn HP at 2D4. Additionally, the vampire will regrow a severed limb in a matter of hours (2D6+4). PPE Cost: constantly in use and drains 3 PPE per turn when healing.  If there is not enough PPE the vampire heals 1D4 HP/SDC per turn and heals sun damage at 1D4 HP/SDC per hour.
9  Metamorphosis (50 PPE): This allows the vampire to use Metamorphosis: Animal 2x/day +1x/day for every three levels of advancement after gaining the ability. The duration is two hours +1/lv.   PPE Cost: 20 per use
10  Psionics (45, 60, or 75 PPE): This will grant Minor, Major, or a full blown Psionic OCC( for psionic powers only, no new skill/equipment, ect.....)!!
11  Magic (75 PPE): This allows a vampire to study magic (not normally allowed). The vampire must choose a magic OCC and follow it's skill progression rather than the normal vampire one.
12  Resistance to Sunlight (50, 75, 100 PPE):This amazing power allows the vampire to take less damage from sunlight or similar source.  At 50 PPE, the vampire takes 1/2 the normal damage. At 75 PPE, the vampire takes only 1/4 damage. At 100 PPE the vampire is immune to the effects of sunlight for 2 minutes per level after which, he takes 1/4 damage. PPE Cost: 5 per hour regardless of the level of resistance
13  Control Animals (35 PPE): This ability allows the vampire to control Vermin such as rats and canines, especially wolves/ coyotes. Follow the guidelines found in the Nightbane RB for the elite talent: Lord/ Lady of the Wild.  PPE Cost: 10 to gain controll of 2D6 rats or 1D4 canines plus 4 per turn to keep them under control..
14  Feed Less (30 PPE): The vampire has mastered control over his bloodlust and needs to feed on 100 HP/SDC of blood  minus 10 HP/lv.  This means a vampire with this ability no longer needs to feed upon reaching tenth level.
15  Resist control (25 PPE): This give the vampire a +6 bonus to resist the efforts of his creator to force him into submission. PPE Cost: 3 per resist
16 Spider Climb (25 PPE):  The vampire is able to scale walls as if crawling on the ground (see "Bram Stoker's Dracula").  Movement is at half when climbing.
17 Flight (50 PPE): The vampire has the amazing ability of wingless flight!!  He can fly by force of will at a SPD of 40.  This feat is taxing though, no other mental abilities (psionics, magic, ect.) can be used.   PPE Cost: 10/ minute

Advanced Abilities
These are Nightbane abilities that a vampire may aquire.  Using these powers will cause a vampire to expose her Animal Visage.  Vampires must be at least third level to gain any of them.  Powers which put a level restriction on when it can be gained must have three levels added to the requirement. Ex: Infectious control states that the nightbane must be 6th level to aquire that ability.  A vampire needs to be 9th level before she can gain the ability.
NOTE: YOU NEED THE NIGHTBANE RULE BOOK AND THE FIRST TWO SOURCBOOKS TO USE THESE POWERS!!!!  I just listed the powers, you need the Rule Book, Between the Shadows, and Nightlands to look the powers up and learn what they do.

PPE Cost:  The cost to gain any of the following powers is twice that of what a Nightbane would pay.  Once purchased, the cost to use the powers remains the same as what Nightbane would pay to use them.

Nightbane Talents
*means it is found in Between the Shadows
** means it is found in Nightlands
Astral Self*
Darkbonds**
Darksong
Darkwave*
Darkwhip
Dervish Dance*
Dreamer*
Infectious Control
Mirror Sight
Mirror Search
Shadow Shield
Shadow Slide
Shadow Blast
Shadows of Fear**
Shadow Storm**
The Shroud
Soul Sheild
Storm Maker

Elite Nightbane Talents
These have additional requirements, but they are not the same as the Nightbane.  Each one will list what it's requirement is next to the power listed.
Blood Bath--Must posess "Uncontrolable Bloodlust"
Swarm Self--Must posess "Control Animals"
 

Vulnerabilities

Common Vulnerabilities:
Sun Death:  All vampires have a horrid allergic reaction to the sun. This translates to: In Direct sunlight take 4D6 HP damage/ round. If the vampire is wearing  clothing on most (90%) of his body or if it is overcast with clouds, the damage is reduces to 2D6+2/round.  If the overcast is severe (dark clouds, no shadows): The damage is reduced to 1D6+2/ round.  If the vampire is wearing clothing (90% at least) on an overcast or severely overcast day, the damage taken is per turn instead of round.  If the vampire wears total protection (the kind of clothing motorcycle racers wear, with a dark UV protection visor) then no damage is taken, regardless of sunlight conditions.
NOTE: ALL damage taken is directly to HP, bypassing SDC entirely.
Feeding: All vampires must feed on 200 HP of blood a week minus 10 HP/lv.  This is because, as a vampire ages, he gains greater control over his urges. Vampires can also feed off the PPE of their victim, drawing in 5 PPE per turn per level.

Unique Vulnerabilities (PPE Gained):
Taking any of these abilities will grant the vampire additional PPE.
NOTE: All vampires MUST choose at least two (2) vulnerabilities from the list below!!
1  Elements (+15 for each):  The vampire takes double damage from the elements chosen (In the case of holy water, the vampire takes 5D6 HP damage). This damage heals as slowly as a normal human, Blood Healing still works normaly. The types  of elements you can chose are silver, wood, steel, iron, & holy water.
2 Elemental Death (+45 for each):  The vampire has a horrid reaction to wood or silver.  The element in question does four time normal damage and on a natural 20 on a to hit roll, the vampire is destroyed emmidiately, turning to ash.  Damage recieved heals half as fast as a normal human. Blood healing this damage is 1/4 effective as normal.
3 Crucifixes and Star of David (+20 for each):  The vampire fears the Catholic cross or Jewish "Star of David".  The vampire can not aproach a visible symbol or  enter a church, temple or room the she knos a large cross or star hangs in on a failed save vs HF at -6.  Physical contact with the symbol will burn the vampire painfully, causing 2D6+3 damage to HP (save vs HF at -8 to avoid running from the weilder of the symbol)
4  Garlic and Wolfsbane (+15 for each):  The vampires repulsed by the smell of garlic or wolfsbane and must  make a save vs insanity at -4 to come within twenty feet of the source.  As long as the vampire is within 20' of the source, he will become nauseous and receive a -10% to all skills, -4 to s/p/d, and -1 to attacks.
5  Magic and Magic Weapons (+35):  The vampire is unusually susceptible to the effects of magic and are at a -4 with ALL magic related saves and takes three times normal damage, however the vampire does heal normally from this damage. NOTE: The vampire will take four times normal damage and heal three times slower if damaged by a magic weapon made of an element he is allergic to.
6  Uncontrolled Bloodlust (+35): This vampire must feed on 300 HP/SDC of blood per week minus 10 HP/lv after level five.
7  Fire (+40):The vampire is extremely vulnerable to fire.  A lighter causes 1D6 damage, a torch does 2D6, any fire based weapon or attack will do double damage.  This damage heals at the rate of a normal human.  Blood Healing will work but it is only half as effective.  The vampire also suffers extreme sundeath (double all damage!!) and cannot take Resistance to Sunlight.
 

 

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