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Author's Note: While Palladium has turned these creatures into an RCC, I've decided that that should not be how they are handled, thus the reason I have them in the Game Mechanics section of my site. Vampires are not an RCC, but rather something that races can be turned into. This is a simple add-on and modification to the rules. In my games, vampire intelligences do not exist. Vampires originated as outlined here. In addition, I have kept with the mythology that surrounds most vampire legends. Vampires are an undead force almost as old as civilization, though they were virtually unknown until Vlad Dracula, one of the most infamous of vampires, revealed their existence to the world. Since then, they have been shrouded in myth and superstition. A vampire is an immortal, supernatural creature, an undead being, which sustains itself on the lifeblood of the living. The myth of the vampire is present in many mythologies worldwide, but has been much more prevalent in Eastern Europe, where it is also the most human. The legend of Dracula has been told and retold a thousand times in stories, poems, books, and, in recent decades, movies. As with many myths and legends, they find their root in fact. However, the truth is even more ancient. The first vampire was a Priest of Set named Thales. Thales constantly sought ways to increase his power, turning to necromancy and beginning a fanatical search for immortality. He eventually discovered a tome from the days of Atlantis, perhaps even originating there. It described a ritual which would grant the sorcerer great power and longevity. It took many weeks to decipher the ancient language, but he was eventually successful. Late one night, under a blood moon, Thales began the ritual. At the appointed hour, Thales drove the curved dagger into his heart. That night, Thales died. But he came back the next night as something more. The ritual, while making him immortal, had several side effects. It had turned the once human priest into a supernatural creature with instincts and abilities far beyond anything he had ever known. That night he hunted and fed. Within a week, he had created his first vampire. Thus, the undead were born. Over the subsequent centuries, Thales turned many others into The Undead. Some remained at his side while others turned against him. While most vampires Thales created were loyal to him, they still possessed a will of their own. Through the centuries, humans became superstitious and fearful of the night, especially true during the Middle Ages, which gave rise to the legend of Dracula and the vampire. This also gave rise to the existence of the vampire hunter, or dhampir, those that could slay the undead in combat. In modern times, vampires, and the dhampirs with them, are dismissed as superstition and fairy tales. In reality, Vampires are as prevalent as any supernatural creature, simply hidden and far more dangerous. Vampires have a number of abilities, but they vary with the type (dhampirs call the types feral and awakened). All vampires are immortal and cannot die of natural causes. In addition, vampires have no reflection, radiate a supernatural aura and possess supernatural strength, possess powerful nightvision, and do not bleed, breathe, or radiate heat. Both types of vampires are invulnerable to many types of attacks (see Limited Invulnerability in the Abilities section) and can recognize another vampire on sight. Finally, all vampires possess incredible regenerative capabilities. Drinking blood enhances these regenerative capabilities further. Feral vampires are generally unkempt and have a generally inhuman appearance, making them easy to spot. They also have claws, which they use tear at their victims and draw blood. The smell of blood often sends the feral vampire into a frenzy (a more dangerous form of the rage ability of awakened vampires) in which it attacks any thing living in its vicinity as it attempts to feed. Awakened vampires (generally referred to simply as "vampires") are, by far, the most dangerous type. They possess human intelligence and retain all the knowledge they possessed before being turning into one of the Undead (but not necessarily their feelings or alignment). This type of vampire also possesses formidable psychic and magic abilities, such as the ability to control others, the ability to induce sleep, alter their aura, mind block, and sense the presence of others. Any spell (or other type) magic known prior to being turned into one of the Undead remains, however it is frozen at its present level of experience until the creatures reaches an equivalent level of experience as a vampire (i.e. spells are frozen at 6th level until the vampire has attained 6th level as one of the Undead). The vampire is able to take the form of a vampire bat, wolf, or an eerie mist. Awakened vampires can also summon rats and wolves to aid them, as well as fog to conceal themselves. Awakened vampires will also sometimes succumb to The Rage. Though this can often be a detriment, it can also be of great benefit. Unlike the frenzy (see the abilities of the feral vampire), The Rage can be stopped, but it is very difficult. As it ages, the vampire also gains additional abilities and become more powerful. Finally, awakened vampires are the only type of vampires capable of creating another vampire. AbilitiesThe following abilities apply to all vampires, particularly younger ones. As awakened vampires age, their power grows. As such, this ability list is meant for newly "born" vampires. The type of vampire the ability applies to is given in parentheses. Immortality (All) Supernatural (All) Recognition (All) Limited Invulnerability (All) In order to hurt a vampire, one must use magic, psychic abilities, or some type of unnatural fire (such as fire-based super abilities). A vampire can be held at bay by natural running water, such as a river. Standing water has no effect, unless it has been blessed by a priest. Blessed water, such as a moat, will hold a vampire at bay (it cannot cross) and blessed thrown water will burn a vampire like acid (3D6 points of damage per 8 ounces of water). In addition, holy symbols of any good faith (provided the character believes in and is a follower of that faith) will hold a vampire at bay (a "good" faith is one which the god/primary gods is/are of good or selfish alignments). The only exceptions are evil religions which specifically state that the gods hate or dislike vampires. In this case, the holy symbol has full effect.. Touching a vampire with a holy symbol will burn the vampire and cause it a great deal of pain (4D6 points of damage, direct to hit points). While a vampire is not vulnerable to normal fire or unnatural light, it can be used to keep a vampire at bay. The Undead dislike light of any type, thus a flashlight or torch can be used to hold the creatures back. A flashlight can be used to hold a single vampire at bay at a time by shining the light directly at them. A torch can hold up to 1D6+1 vampires at bay, while a spotlight can hold a group of 20 or more vampires at bay (in a 90 degree arc with a radius of 25 feet). Finally, a vampire requires blood to survive. A vampire must feed at least once per night, consuming a minimum of 4 pints of blood per night to survive. Though vampires prefer the taste of human blood, animal's blood (such as pigs or cows) can be substituted if necessary. Similarly, human blood from blood banks can also be used (to a vampire it's like a frozen dinner) in place of a live victim. These substitutions are generally only used by vampires of a Principled alignment. Scrupulous vampires will typically hunt down criminals as their victims, while selfish and evil vampires will simply choose a victim. Regeneration (All) Frenzy (Feral) Past Knowledge (Awakened) Control Others (Awakened) To avoid succumbing to the vampire's will, the victim must make a successful saving throw versus psychic abilities, including a penalty of -1 per 5 levels of the vampire. A failed roll means that the victim will obey the vampire without question (unless the command is outrageous or morally wrong to the character; +20% bonus to break free from the vampire's control). If the vampire takes part in a violent action against another person, there is a 25% chance that the victim will break free from the trance. If the vampire threatens the victim, there is a 50% chance they will break free. For every 4 levels of experience, beginning at level 4, a vampire can attempt to control one additional person. However, for each person the vampire attempts to control, each victim receives a bonus of +2 to save versus the attack. For example, if an 8th level vampire were to attempt to control two individuals, each individual would receive a +3 bonus versus the attack (+4 because the vampire is attempting to influence two people and -1 because the vampire is 8th level). Induce Sleep (Awakened) Metamorphosis: Vampire Bat (Awakened) Vampire Bat Abilities: Fly (Spd 50/35 mph/56 kmph), Sonar/echolocation (see and maneuver in total darkness, see the invisible), ultrasonic hearing (cannot understand spoken word), thermo-imaging (10 ft/3 m range; see heat emanations), +2 to strike, +3 to parry and dodge, +8 to dodge in flight, +5% prowl, half normal attacks per melee, cannot convert others to a vampire in this form. Metamorphosis: Wolf (Awakened) Wolf Abilities: Speed of 58 (40 mph/64 kmph), track by scent (70%), leap 6 feet high and 20 feet long, +2 to strike, +1 to parry, +4 to dodge, +1 on initiative, +15% prowl, +1 attack/action per melee. Metamorphosis: Mist (Awakened) Mist Abilities: Speed of 11 (7.5 mph/12 kmph), impervious to all physical attacks including wood, silver, fire, and most magic; still vulnerable to running water and elemental magic; can slide under doors, through cracks and crevices, key holes, etc.; no combat in mist form, movement actions only; +10% prowl. Psychic Abilities (Awakened) Summon/Control Rodents: Rats (Awakened) This ability allows the vampire to summon a plague of up to 100 rats per level of experience. In the red light districts/squalors most vampires can be found in, a veritable army of rodents can be summoned to perform the will of the vampire. This effect lasts for a half hour per level of experience. Summon/Control Canines (Awakened) An awakened vampire can summon 1D6+1 canines (usually wolves, but can be any type of canine) per level of experience. This effect lasts for a half hour per level of experience. Summon Fog (Awakened) Experienced vampires (5th level and higher) can summon a dense fog that covers up to one square mile per level of experience. This is similar to the Summon Fog spell, but the vampire is able to direct the fog to any location it desires. Individuals caught in the fog cannot see clearly beyond four feet (people appear blurry) or at all beyond 10 feet. This effect lasts for a half hour per level of experience. The Rage (Awakened) Other Abilities (All) Magic and VampiresMagic is a force that can aid a vampire, provided the vampire knew magic before being converted into one of the Undead, or hinder it, when wielded by a self-styled vampire hunter or dhampir. Vampires are vulnerable to any type of magic, except mind control and perception-altering magic (including Charismatic Aura, Fear, and Apparition), but most especially to spells that conjure magical fires, such as Fireball and Fire Bolt. While fire magic can be used to hurt or even kill a vampire, others can be implemented to hold the undead creatures at bay. Globe of Daylight conjures a magical globe of light bright enough to illuminate a 30-foot area as though it were daylight. Though Globe of Daylight is bright enough to be considered daylight, it is artificial and does no damage to a vampire. A Globe of Daylight can also be used to temporarily blind a vampire. By conjuring a Globe of Daylight directly in front of the vampire's eyes, the magic user can blind a vampire for 3D6 melees. Blinding Flash is another useful spell. A vampire that fails a saving throw versus magic suffers double the duration. If the vampire is successful in its save, it suffers from the spell as described (blinded for 1D4 melees with appropriate penalties). Turn Dead is another useful spell, however the effectiveness degrades with older vampires. Creating a VampireA vampire can be created in three ways. The bite of an awakened vampire will create what is commonly referred to by dhampirs as a "natural" vampire, however, a child born at Midnight during the proper planetary alignment (all nine planets in the solar system must be aligned) or through a rare necromantic ritual can create an "unnatural" vampire. A vampire created by the bite of another can become either a feral or awakened vampire, depending on how quickly the victim's blood is drained. In order for a vampire to be created by the bite of another, the awakened vampire must will the transformation to take place and expend 10 P.P.E. An awakened vampire that has not succumbed to The Rage slowly drains its victim over the course of three weeks, giving the victim a taste of blood (approximately one-half pint) each week. When the blood has been drained from the victim, the awakened vampire wills the transformation to take place in order to add to the pack by expending the necessary P.P.E. This will always result in an awakened vampire. A victim that has the blood drained completely and immediately (within one melee round/15 seconds) will become a feral vampire. The drain damages the victim's psyche and drives the being mad. This typically only occurs when a vampire has succumbed to The Rage and drains a victim in the seconds during which the creature is not thinking clearly, acting only on the instinct to add to its pack. An "unnatural," awakened vampire may come about during the extremely rare time of the planetary alignment. This is exceedingly rare, not only because the alignment only occurs once every five thousand years, but also because the child must be born at the stroke of Midnight on the first night of the alignment. Generally, the person lives a normal life (unless he is discovered by vampires early on), suddenly awakening in the night with an instinctual craving for blood. Only when the creature has fed will the transformation be complete (until that time, the quasi-vampire will be vulnerable to any weapon and have only the supernatural strength of the vampire and the ability to change into a vampire bat). A vampire created in this way always becomes an awakened vampire. The second method of creating an "unnatural" vampire is through a magic ritual known only to a few necromancers. The necromancer performs the ritual at a nexus, drawing the power from the ley line. At the climax of the ritual, after eight hours of chanting, gathering the mystical energy, and preparing it, the necromancer sacrifices himself with an iron stake at the final words of power, awakening after one hour as a vampire (albeit extremely weak from the transformation and will require a total of 10 feedings in order to recover fully). Killing a VampireNote: To kill a vampire, all of its S.D.C. must first be depleted. Once a vampire's S.D.C. is reduced to zero, a wooden or iron stake through its heart will effectively kill a vampire in a matter of seconds (the vampire may take 1 attack/action). However, this is actually a death-like trance that will go on indefinitely as long as the stake remains lodged in the vampire's heart. Once removed, the vampire will begin to regenerate anew over the course of 24 hours. In order to permanently kill a vampire, it must first be staked, then decapitated, cremated, and the ashes scattered. Direct sunlight will also make short work of a vampire (2D4x10 points of damage per melee). A vampire can also be decapitated and killed, however, one must be careful to not spatter the blood about and must immediately set fire to the vampire's corpse (regular fire will do). Decapitating a vampire can be done with a successful called shot to strike (with a penalty of -6). As with any other killing blow, the vampire's S.D.C. must first be reduced to zero. If the blood spatters (30% chance), then the area begins to attract spirits of the vampire's victims (only those that he killed) in the form of haunting entities. Magic fire can also be used to slay a vampire. Once the vampire's S.D.C. has been depleted, magic fire can be used to ignite the weakened undead. All magic fire does double damage. Additionally, the vampire must make a successful save versus magic to avoid being ignited and immediately cremated. Other RacesWhile vampires are primarily an Earth phenomenon, other races, aliens, and extra-dimensional creatures can still be turned into one of the undead (and other sub-species of vampires do exist). And there's nothing worse than a 12-foot troll that wants to take a bite out of your neck. To create a vampire of another race, follow the standard character creation rules, selecting the desired race. Then create a vampire as outlined here. Superhumans and VampiresSuperhumans can be transformed into vampires, however there are some limitations. First and foremost, Bionics are immune to the vampiric metamorphosis due to their mechanical nature. Partial conversion cyborgs can still be drained of blood and killed in such a fashion, but cannot be converted into one of the undead. Similarly Full conversion cyborgs are completely immune to the effects of a vampire's bite. Mutants are vulnerable to a vampire's bite, but there are some abilities that prevent a mutant's conversion into a vampire. The super abilities of Healing Factor, Immortality, and Invulnerability grant an immunity to being turned into a vampire. Due to the supernatural nature of vampires, however, mutants with Invulnerability can be hurt by a vampire's attacks. Experiments are still, fundamentally, human and are completely vulnerable to attacks by vampires, including their bite and conversion to the undead. When an Experiment is turned into a vampire, all super abilities are lost. Abilities that are psychic in nature may remain (30% chance). Similarly, psychic heroes have a chance of retaining their psychic powers, however since the abilities are more innate, there is a larger chance of this occurring (45%). Special Training heroes are a unique case in that they retain all their abilities even after they are converted into a vampire. This includes Physical Training, Super-spies, Hunter/Vigilantes, and Ancient Masters. Those in the Magic power category fall under the domain of sorcerers, in that they retain their magic knowledge after death, but all spells are frozen until the vampire attains the same level of experience as a vampire. Mystically bestowed super abilities are lost. AttributesBecoming one of the Undead turns the victim into a supernatural creature. The newly created vampire is given what most vampires refer to as a gift. The vampire is granted supernatural strength and endurance and has their attributes enhanced to superhuman levels. Bonuses: Add +1D6+3 to M.E., +2D6 to P.S., +1D6 to P.P., and +1D6 to P.E. In addition to the above bonuses, a vampire receives a +1 to save versus magic at levels 1, 4, 8, 12, and 14, is immune to horror factor, mind control, and perception-altering abilities (including Charismatic Aura and Alter Aura). Awakened Vampires and AgingAs awakened vampires age, they become more powerful and, if they're old enough, resistant to some of the methods of hurting them or holding them at bay. The following table lists the age of the vampire and the ability that develops at that age. This is only for the awakened vampires.
Written By: Thoth |
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