Vampire Dice Mechanics

Modified Base Traits

  After becoming vampires, characters immediately gain a bonus dot of Strength, Dexterity, Stamina, and Perception. Vampires may have a 6 in Dexterity, Perception Stamina, and/or Strength.   Elves and half-elves who become vampires become more human-like (though they retain their elven appearance). An elf will lose it's Dexterity bonus with a few years of becoming a vampire and a vampire will gain the "lost" bruised health level that living elves suffer from and elf vampires lose the Stamina penalty living elves suffer from within a few years of becoming vampires.   Elf and half elf vampires lose their reduced difficulty on Alertness but they get a free dot of Alertness even if this takes the trait to 6. Human vampires can also have an Alertness 6 but they have work up to it.   Upon becoming vampires, elves lose their natural aptitude for slow time and they are no better at avoiding gradual madness over time than human vampires are.   Vampires of advanced age can develop abilities up to 6 dots but this tends to take may years of dedicated work to develop (though Alertness, Brawl, Empathy, and Intimidation come quicker than most) . Very few vampires develop more than a two or three abilities in this matter, at most. Usually these are abilities that the vampire valued before becoming undead. A great a many vampires collect many traits of 5 however.    

Enhanced Resilience

  All vampires have enhanced ability to soak damage.   Vampires can soak bashing damage at difficulty 5. This difficulty applies to armor and magical soak, not just their base Stamina.   Vampires can soak lethal and aggravated damage with their full Stamina rating, plus any armor worn or temporary soak bonuses from magic, difficulty 6.  

Vampire healing

  Vampires cannot heal naturally at all.   Vampires are actually harmed by conventional Healing magic, but divine Necromancy magic can heal vampires as if it were the same as Healing. Two dots of Necromancy magic will heal bashing damage, three dots will heal lethal damage, four dots will heal attribute damage, and five dots will heal aggravated damage.   Vampires can heal one level of bashing or lethal damage by spending a blood point. They can heal up to four levels of damage in a minute if they are resting peaceful, they can heal one level a round if they are in the middle of a fight or other stressful situation.   Healing a level of aggravated damage or attribute damage requires three blood points and at least thirty minutes of uninterupted rest.  

Vampire Speed

  Vampires can spend a blood point every round to gain a bonus A-action if they choose.  

Vampire Vulnerabilities

  If a magical attack inflicts aggravated damage on normal living mortals, it also inflicts aggravated damage on vampires, even if it's based on Necromancy.     Healing magic inflicts damage rather than heals it. Two dot Healing inflicts bashing damage, three dot healing inflicts lethal damage, four dot healing inflicts physical attribute damage, and five dot healing inflicts aggravated damage. All of it is soakable.   Vampires can soak this damage with their Stamina rating but this form of attack bypasses armor and armor-like magic. Spells that provide bonus soak dice against energy attacks energy resistance also provide protection agains healing magic, but they will also dilute friendly necromantic healing.   A magical healer can attempt a touch attack instead of a ranged attack (which hits automatically). A touch attack inflicts an automatic extra level of damage if successful but inflicts no damage at all if the touch attack misses. It is not required to make make skin-to skin contact, a gloved hand can touch worn armor.     Magical and mundane fire inflicts lethal damage against vampires but it's inflicts damage at difficulty 5.     Sunlight inflicts aggravated damage, soaked by a vampire's Stamina but not armor. Armor like magic soaks do not apply unless they provide energy resistance.   A light ray of sunlight through a cracked window inflicts two level of damage a rounds, while full exposure to sunlight inflicts five levels of damage a round. Intermediate amounts of body exposure to sunlight inflicts three or four levels of damage.   Midday sunlight is difficulty 8 to soak   Dawn and dusk sunlight is difficulty 7 to soak.   Magically sunlight conjured at night or indoors is usually difficulty 6 soak unless specified otherwise.   -1 difficulty to soak if it's a cloudy day. -1 difficulty to soak if the sunlight is filtered through thin curtains or ten feet or more of water. -1 difficulty to soak if the vampire is wearing thick clothing and covering up almost all of his her skin. +1 difficulty if the sunlight is magnified through a lens or something similar.   Modifiers are cumulative.     Silver and sovereign silver inflicts aggravated damage to vampires. Silver damage against vampires is inflicted at difficulty 5 rather than difficulty 6.   It hurts for vampires to touch silver with their skin, but vampires aren't actually wounded merely by touching silver unless they touch silver for an extended period of time, in which case they start to take mental Attribute Damage. A vampire can keep silver coins in her pocket or purse or touch silver coins with gloved hands with no issues.   Silver damage is fully soakable with a vampire's Stamina, armor, and armor like magic spells. Energy protection spells provides no bonus soak against silver.   Electrum and other silver alloys has no special effect on vampires, unless the silver alloy enchanted such as a magical silver weapon alloyed with haber crystals since haber crystals ehance the innate properties of metals rather than dilute them.    

Blood Point Pools

  Vampires use blood points to heal wounds, and power their innate vampire powers. They also spend a blood point a night to function normally for one night and to recover one temporary Willpower point after resting.   A vampire that is fasting does not need to spend blood points to function, but they cannot regain Willpower while doing so and they suffer a one-die penalty on all dice rolls while fasting. Vampires that fast for extended periods of time risk picking up derangements and/or mental attribute damage.   Vampires can enter a hibernation state for days, weeks, or even years to fast without penalty but they have a strong risk of oversleeping. A vampire cannot decide to enter hibernation for exactly 51 nights. They can only choose approximate periods of hibernation and hibernating longer than ten years is very difficult.   If facing danger during the day, a vampire can spend one blood point and a temporary Willpower point to act normally for an hour. Otherwise the vampire has a two-dice penalty on everything while active during the day.   A vampire cannot recover temporary Willpower in evening if he or she was active for even a few minutes during the day.   Time Spent as a Vampire   0-5 years: Maximum ten blood points.   6-20 years: Maximum eleven blood points   21-50 years: Maximum twelve blood points.   51-100 years: Maximum thirteen blood points   101-250 years: Maximum fourteen blood points   251-500 years: Maximum fifteen blood points.   Every 500 years: Pluse one maximum blood point.

Vladimir's Bloodline

  Vampires descended from Vladimir the Conqueror have the following additional powers:     The vampire can mentally dominate mortals with an aura of seduction (Appearance + Subterfuge), an aura of fear (Manipulation + Intimidation), or an aura of majesty (Charisma + Leadership), difficulty 6. This is resisted by Willpower, difficulty 5.   The duration depends on how many net successes the vampire rolls.   One: Ten minutes   Two: One hour   Three: One day   Four: One week   Five: One month   If a vampire beats a mortal by three or more net successes three times in a row, that human is mentally broken to the vampire and will is at +2 diffculty to resist that vampire in the future barring some major life change that gives the mortal new will resist.     The vampire can transform into a bat or a wolf by spending a blood point The transformation requires a Wits + Animal Ken roll, difficulty 6 to become a wolf or bat, difficulty 5 to turn back to normal from an animal form (no blood point expenditure is required).   +1 difficulty to transform if it's the night of a full moon.   Botch: Vampire cannot attempt to change again for one day and takes an unsoakable level of aggravated damage.   Failure: Vampire convulses helplessly for one minute and nothing happens.   One Success: Ten minutes   Two Successes: Five minutes   Three Successes: One minute   Four Successes: One full round   Five Successes: One B-Action   Mid-transformation a vampire is vulnerable, unable to take any other action, even a defensive action.       The vampire can summon wolves, bats, ravens, crows, or other animals associated with the night, one animal at a time. Rolling Charisma + Animal Ken.   The vampire typically spends at least a minute performing the summons. If the vampire tries to squeeze it into a combat round, it's difficult 7 for an A-action or difficulty 8 for a B-action.   The vampire can try to summon and command dogs and cats but it as +2 difficulty.   The effect will summon all beasts within half the vampire's permanent Willpower rating in miles. The beasts move under their own power, they aren't teleported in or anything blatantly magically like that.   Botch: Beasts arrive quickly but are hostile to the vampire.   Failure: Nothing happens   One Success: Beasts show up then at on their own accord though they will never act against the vampire.   Two Successes: Beasts will obey simple commands if the vampire spends a full action ordering them to do something. They will abort the action and flee if injured or they face heavy resistance.   Three Successes: Vampire can command beasts with a partial B-Action.   Four Successes: Beasts will fight to the death if ordered to.   Five Successes: Beasts will automatically and uerringly follow the vampire's telepathic directions.     Vladimir's lineage and Animals   Most domesticated animals react to vampires the same way they would react to a normal human. The exception is dogs and cats which tend to distrust vampires instinctively, this is believed to be the influence of Mera and Zarthus respectively.   No natural predator will mess with a vampire unless the vampire provokes a confrontation, but they don't normally avoid vampires. If anything, they are more likely to ignore a vampire than they would ignore a normal mortal.   Wild herbivores generally do not fear vampires more or less than they fear ordinary humans.


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