FANTASY CORE RPG
UNDEAD AND
DEMONICALLY POSSESSED CREATURES
(c) Jerry Harris,
2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Vampire Lord
HD 8 (d12), Hp 96, AC 17* (Natural, they dislike wearing any
armor, Magic or silver to hit, immune to electricity, poison, and acid),
Enhanced Init +4
Fort +6, Ref +6, Will +10
Melee: 2 x
Slam +8 to hit, 1d6+4 + Energy Drain
DC 12 Will Sv or lose 1d4 negative hp.
Vampires dislike using weapons.
They don’t want to waste their victim’s blood. They prefer rapiers if need be +7 to hit,
1d6+4.
Embrace: Vampires may directly drain blood
(hp) with their fangs from opponents and regenerate
themselves with it. Any stunned or
mesmerized victim may be immediately Embraced.
In combat, if both Slam attacks hit the same opponent in 1 rd, the
Vampire may immediately grapple and Embrace.
In either case, the Vampire drains 5
hp in blood from them, which is then added to any of the Vampire’s lost
hp.
If the Vampire continues to Embrace, it is a DC 18
Str Check (or Escape Artist Skill) to break off. The next rd ½ total hp remaining (at least 5)
are drained. The next rd all remaining
hp are drained. All drained hp is added
to any of the Vampire’s lost 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. After an Embrace attack, the Vampire cannot
move or attack the next rd, but can defend themselves. (This is why they prefer use it on helpless
opponents and not in combat.)
Ranged: +8
to hit, to hit if using a Ranged weapon, but 1 attack/rd.
Stealth:
+8
Tracking: +8 (If there is a blood trail,
they will automatically find anyone they’re looking for.)
Infravision
Healing:
Vampire Lords can heal all lost hp with 1 turn of rest after a feeding of at
least 5 hp of blood, but without that feeding, they cannot heal.
Immortal: As long as they feed daily at least 5 hp worth of blood, Vampire
Lords are animated. They will become
desperate if somehow prevented from feeding for a day. Without feeding, the next day, they go into a
state of torpor, requiring blood to be fed to them to come back to life.
Telepathy: Can read the surface thoughts of
anyone within Short range, making it very difficult to sneak up on a Vampire
Lord. The subject gains a DC 18 Will Sv
to actively mentally hide information that the Vampire Lord may be probing for.
Mesmerize: Can stun a victim for 2 rds by
making concentrated eye contact. DC 18
Will Sv to avoid if in a non-combat situation.
DC 12 if engaged in combat.
Dominate: Can completely mentally take over
a victim for 1 turn. They must be Mesmerized first. DC 18 Will Sv for the victim in a non-combat
situation. DC 12 in combat. (A Vampire Lord will likely only bother
trying this in combat if confronted with obviously low or no-level Characters
or NPC’s, and then only as a distraction.)
A Vampire Lord may only Dominate 1 person a turn. A victim who is completely Dominated for 3 days
in a row becomes a permanent Thrall of the Vampire Lord.
Thralls: The Vampire Lord will be
telepathically linked to everyone they’ve completely Dominated, allowing them
to control their Thralls and have access to their senses. They are able to control up to 16 Thralls at
a time. Any others who have been
completely Dominated and released are still susceptible. If the Vampire Lord makes contact with an
ex-Thrall, they need only Dominate them once to reestablish them as a
Thrall. A Break Enchantment spell (DC 18) is needed to end this arrangement.
Summon:
A full rd action. Any Thralls of the
Vampire Lord will immediately come when called as soon as they can. They will fight to the death for their
master.
Sires: A Vampire Lord can create (Sire) lesser
Vampires by feeding them their blood and sacrificing them. This is typically only done on willing and
loyal subjects, perhaps for immortal companionship or to protect themselves
against other Vampire Lords and adventurers or for other reasons.
A Vampire
Lord may create as many Sires as they want, but the rub is that they can’t
control all of them directly all the time.
Vampire Lords are typically loathe to Sire new Vampires for this reason. Lords will virtually never Sire someone with
magical powers (too dangerous to them). More
Vampires also creates additional competition for feeding and increased Vampiric
activity may attract unwanted attention.
Still, Sires are mostly loyal to any summons, if not out of friendship,
alliance, or opportunity, then fear.
Vampiric Domination: While Vampires are usually immune
to Vampiric mental powers, Vampire Lords can try to Dominate lesser Vampires
for 1 turn. They get a DC 12 Will Sv and
it can only be attempted once per turn.
For Vampires of their own Bloodline (their Clan), it’s DC 18 and lasts
for 1 day. (Lesser Vampires may do their
Lord’s will without being Dominated, if it’s in their best interests.) This does not require the Vampire to be Mesmerized first. Vampire Lords cannot make Thralls of lesser
Vampires. Vampire Lords cannot Dominate
one another.
Creation: Vampire Lords are 8th
level Warlocks. Their motivation to
become a Vampire may be the result of having taken too much permanent damage
from a failed ceremony spells, an inability to progress as a Wizard, seeking an
easier path to power, a desire for immortality, and other reasons. The ceremony involves an unholy space, a
silver knife to draw blood, and a basin where a vampire bat (for blood lust)
and a wolf pelt (for animalistic man-hunting ferocity) are sacrificed in a
fire. The Warlock summons a demon at
midnight and then commits suicide with the knife to allow the demon to enter
them. They must then be buried in a
coffin to arise the next night as a Vampire Lord.
Banes and Habits:
Vampire Lords cannot be hurt by normal weapons, but magic and silver weapons do
full damage. Vampire Lords are afraid of
fire, but will only harm them for 1 rd, after which they regenerate it
immediately, even from below 0. Vampire
Lords are heliophobic, but do not disintegrate
in sunlight. If out in the sun, all of
their ability stats go to 0, and they lose their spellcasting and special
mental abilities. An Exorcism will kill
the Vampire Lord and host, but they must be in a state of torpor for the
ceremony. They cannot enter Consecrated
or Hallowed areas.
Vampire Lords are an eccentric, individualistic lot. Their odd habits and routines are their
own. If anything is common, they are
generally very old and tend to keep to the shadows, never casually revealing
their true power. Dealings with the
outside world are carried out by Thralls and Vampires of their Clan. Almost needless to say, Vampire Lords do not
get along with each other at all, far too much ego involved. There may be proxy wars over turf between
their Clans, though peaceful, but tense, relationships are a possibility. Sired Vampires are not above changing sides
against their Lord in a conflict if necessary for survival.
Final Destruction: Death by magic, silver weapons, or
exorcism will kill them.
Ancient Ones:
There are tales of the eldest Vampires, perhaps the original ones, lurking in
the deepest of shadows. These creatures
may be truly immortal. While they can be
nourished by human blood, they require regular feedings of the blood of
supernatural creatures, such as Werewolves and Vampires. It has even been suggested that these
creatures are allowed to propagate only to provide feeding stock for the
Elders.
Vampire Lord
Spells
Spellcheck:
+8, Save Against: DC 16, 3 cumulative failures in a
turn/encounter.
Vampire Lords are very intelligent (Int +4), but that
doesn’t always translate to being a good spellcaster. Being overly ambitious and insufficiently
cautious is a bad combination for a Wizard, messing with supernatural things
that only end badly for them. Vampire
Lords may actually only have a fairly thin spellbook and may have been alive
long enough to have forgotten many of their spells. Their addiction to blood and their potent
abilities often cause their spellcasting skills to lapse. They would use spells to enhance their
Vampiric abilities.
1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Cause Fear: One creature of 5 HD or less flees for
1d4 rounds. (Will Sv)
Charm Person: Makes one person your friend. 8 turns.
(Will Sv)
Expeditious Retreat: Your speed increases by 30 ft. 8
turns.
Shocking Grasp: 12 electrical damage + Stun 1
rd. (Ref Sv all damage) Close range.
Sleep: Puts 4 HD of creatures into
magical slumber, 1 turn. (Fort
Sv )
Vampiric
Speak with Animals:
Vampire Lords can communicate with rats, bats, and wolves, who are used as spies.
2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Blindness/Deafness: Makes subject magically blinded
or deafened. Encounter. (Will Sv)
Blur: Successful attacks miss subject 25% of the
time. Encounter. Disrupted by a
successful hit.
Fog Cloud: Fog obscures vision. Fills immediate area. 0 Bonuses to Melee or
Ranged attack.
Spider Climb: Grants ability to walk on walls and
ceilings. 8 turns.
Vampiric
Summon Swarm:
Summons swarm of bats and rats. No
damage, but causes a constant distraction until warded off, 1 rd.
3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Clairaudience/Clairvoyance: Hear or see at a distance
for 1 turn. Line of sight, through 1
wall.
Dispel Magic: Cancels magical spells and effects.
Roll a normal Spellcheck to cast, then also compare that to DC 11 + ½ the
original caster’s level. Both must be
successful to dispel the magic. If the
just the Spellcheck is successful, it doesn't count as a spell failure (Caster
Check)
Fly: Subject flies at speed of 60 ft./rd, 8 turns.
Disrupted by any hit.
Gaseous Form: Subject becomes insubstantial and can
fly slowly. 10 turns.
Lightning Bolt: 14 electrical damage + Stun 1
rd + Knocked Down. (Ref Sv ½ damage) Medium range.
Vampiric
Summon Wolf Pack:
Summons an angry pack of 6 wolves to defend the Vampire Lord.
4TH-LEVEL WIZARD SPELLS (DC 16 to cast)
Charm Monster: Makes monster believe it is your
ally. Encounter/turn. (Will Sv)
Control Weather: Changes weather in local area. 8 days.
Invisibility, Greater: As Invisibility, but subject
can attack and stay invisible. 0 Bonuses to hit by melee or ranged, +4 Saving
Throws vs spells, disrupted by any hit.
Encounter.
Vampiric
Shapechange: May
take the form of a Bat or a Wolf, taking on those stats. Lasts for 1 turn/encounter. Requires 1 rd to shift form. Usually used to spy, getaway, or to hide
themselves. Being killed in this form,
reverts them to their Vampire form (less lost hp), though they wouldn’t want to
fight as an animal.
Wolf
HD 2+4, Hp 13, AC 14* (Still requires magic or silver to
hit)
Fort +5, Ref +5, Will +1
Melee: Bite +3 to hit, 1d6+1
Bat
HD 1/4, Hp 1, AC 16* (Still requires magic or silver to hit)
Fort +2, Ref +4, Will +2
No attacks
Blindsense, radar
vision
[But. . . But. . . What about wooden stakes to the heart and
mirrors and turning to gas and all the other crap? Forget it.
Or don’t. Vampire Lords should be
fairly individual creatures, so you can put in various banes and extra powers
to your liking, even make up some new ones.
(Certainly Vampire mythology is random enough to allow that.) Their Clan Bloodline would share those
characteristics. If a Lord has been
around long enough, their foibles are probably well known in the communities
they’ve haunted. However, I feel these
kind of hooky things detract more from their personalities than add to them,
and Vampires should have personality more than anything else.]
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