Monday, February 10, 2014

CYBER-PULP FANTASY CORE-Vampires

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
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Vampires (created by V-Strain Gene Therapy)
Beatific, un-aging, immortal humans.  All they require is a daily drink of human blood.  They are indistinguishable from normal Humans.  Only a Detect Demonic presence spell could reveal them without making an actual physical attack upon them.

HD 7 (d12), Hp 84 (maxed out), AC 17* (Natural, only vulnerable to fire, magic, high energy/lasers/plasma, phosphorous tracer rds), Enhanced Init +4
Fort +9, Ref +9, Will +9
Melee: Punch +11 to hit, 1d6+4 + Energy Drain DC 12 Will Sv or lose 2d4 negative hp + Stun 1 rd.  On Natural 18 and up punch hits, DC 12 Fort Sv or Knock Out 1 turn.
Embrace: +11 to hit, Opponent is grappled, DC 18 Str Check (or Escape Artist Skill) to break.  Next rd, the Vampire drains 5 hp.  The next rd ½ total hp remaining (at least 5) are drained, then finally all remaining hp.  The Vampire and the victim are considered to be helpless while in the act, but the Vampire can break off contact at any time.  A missed Embrace attack means the Vampire cannot attack the next rd, which is why they generally use it on helpless opponents.
Ranged: Auto Pistol +11 to hit, 2d6, 15 shot clip, S
(Vampires dislike using weapons.  They don’t want to waste their victim’s blood.  They prefer cool-looking pistols or rapiers +11 to hit, 1d6+4.)

Infravision
Immortal as long as they feed daily (at least 5 hp worth of blood).  They will become desperate if somehow prevented from feeding.  Without feeding, they go into a state of stasis, requiring blood to be fed to them to come back to life.
Will regenerate all hp damage with 1 turn of rest, unless brought to 0 hp by one of their banes, in which case they are dead. They are immune to energy draining (negative hp) attacks. 
Vampires are afraid of fire, but no other traditional bane has any effect (daylight, running water, garlic, holy symbols, etc). 

Vampiric Powers
Trance-A Vampire can “zone out” for 1 rd and can completely process every sight, sound, smell detail in the area for that time.  For example, picking out someone in a crowd, finding a Secret Door in a room, or getting a code from watching someone enter a series of numbers on a keypad.  This may used once per turn.  The Vampire is functionally helpless in this state.

Bullet Time-A Vampire goes physically hyper and can take 3 actions in a rd. The downside is that they are physically helpless, but still conscious, for 1 rd immediately afterward.  They may not attack or defend themselves in that time. A Vampire may use this ability up to 4 times in a day.

Telepathic +8 (+4 Int, +4 HD)
(Note that all Vampires lack PK type psychic powers.  Thank God.)

DC 12 Sense Thoughts, Clairvoyance, Psychometry, Transmit Thoughts
(These powers would essentially be plot devices and probably not worth rolling for.)

DC 12 Illusion: A Vampire can cause an illusion to appear for 4 rds.  They must still concentrate to project the illusion for the entire time.  It is a DC 12 Will Sv to disbelieve.  If appearing before a group, only the one with the highest Will Sv rolls.  Must keep successfully rolling to use power for more rds.  Psychics are immune to this ability.

DC 18 Psychic Attack: DC 12 Will Sv or Knocked Out 1 turn.  Against a psychic, they are only stunned for 1 rd.

DC 18 Command/Charm/Insanity/Fear: A Vampire may inflict any of these conditions, DC 12 Will Sv to resist, lasts for 4 rds.  The Vampire must be concentrating for the entire time.  A psychic being controlled gets to save against it every rd.  This power is very taxing.  It can only be used successfully once per turn/encounter and requires 1 turn of rest afterward.

Thralls: Anyone failing three consecutive Command/Charm/Insanity/Fear attempts (not even necessarily on the same day) against a specific Vampire, permanently enters into their service.  A Vampire may keep up to 4 such servants.  This servitude need not be blatant either.  They may keep “sleeper” agents.  All Thralls are mentally linked to their Vampire and will not fight their master or allow them to be harmed, unless ordered.  Only the death of the Vampire frees them.  

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