CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
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.)
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).
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.
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