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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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