FANTASY CORE RPG
UNDEAD AND
DEMONICALLY POSSESSED CREATURES
(c) Jerry Harris,
2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Vampirism
Vampires
come in two types. Vampire Lords are Warlocks who have undergone the Vampire
Inhabitation ceremony, wherein they become hosts for a heliophobic demon with a
blood fetish. They have spellcasting
powers and the ability to Sire new
Vampires. Sired Vampires (or simply Vampires) are created by Vampire Lords as
their minions. Either variety is very
dangerous to men. Vampires are immortal
and have a multitude of powers and abilities.
They need only drink human blood everyday to maintain themselves and
avoid the sun.
Vampire
HD 7 (d12), Hp 84, AC 17* (Natural, they dislike wearing any
armor, Magic or silver to hit, immune to electricity, poison, and acid),
Enhanced Init +3
Fort +6, Ref +6, Will +9
Melee: 2 x
Slam +7 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) 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: +7
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:
Vampires 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,
Vampires 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. The subject gains a DC 12 Will
Sv to actively mentally hide information that the Vampire may be probing for.
Mesmerize: Can stun a victim for 2 rds by
making concentrated eye contact in a non-combat situation. DC 12 Will Sv to avoid.
Dominate: Can completely mentally take over
a victim for 1 turn. They must be Mesmerized first. DC 12 Will Sv for the victim in a non-combat
situation. A Vampire may only Dominate 1
person a turn. A victim who is
completely Dominated 3 days in a row becomes a permanent Thrall of the Vampire
Lord.
Thralls: The Vampire 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 8 Thralls at a time. Any others who have been completely Dominated
and released are still susceptible. If
the Vampire makes contact with an ex-Thrall, they need only Dominate them once
to reestablish them as a Thrall. A Break Enchantment spell (DC 18 or
Paladin ceremony) is needed to end this arrangement.
Summon:
A full rd action. Any Thralls of the Vampire
will immediately come when called as soon as they can. They will fight to the death for their
master.
Creation: Vampire Lords have the ability to
create others of their kind. A living
human is fed the Vampire Lord’s blood, which is drawn out with a silver
knife. The person is then sacrificed
with the knife in an unholy space at midnight.
They must then be buried in a coffin to arise the next night as a
Vampire. Obviously, this is not an improvisational
or accidental action. It’s highly
unlikely that this ceremony is going to happen without the consent of both
parties.
Banes and Habits:
Vampires cannot be hurt by normal weapons, but magic and silver weapons do full
damage. Fire will also harm them, which
is why they fear it. Vampires can’t
tolerate sunlight for more than 1 rd before disintegrating. An Exorcism will kill the inhabiting demon,
but the Vampire must be in a state of torpor for the ceremony. The human host may survive, depending on how
old they are (their disposition upon being released is up to you). They cannot enter Consecrated or Hallowed
areas.
A cautious Vampire need never fear being caught feeding,
have to kill anyone, or be suspected of living an unnaturally long life. However, they didn’t get to be Vampires by
playing it safe or being inconspicuous.
Further, their power and experience gives them a pretty justifiable
arrogance concerning their human feeding stock.
They’ll always slip up and over do it as they are ultimately blood
drinking addicts, thus prompting action by heroes and adventurers. Even then, they’ll still vastly overestimate
themselves and underestimate their foes.
The only thing that will really irritate them is their Sires,
their Vampire Lord. It’s unlikely that
they have a good relationship with them if they’ve been around for awhile. They especially can’t stand being Dominated
by their Sires. Characters killing a
Vampire Lord might actually make allies of their Sired Vampires in gratitude.
Final Destruction: Death by magic, silver weapons, fire,
exorcism, or sunlight will kill them.
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