WMW Vampire Files

From RPGnet
Revision as of 11:45, 16 January 2017 by 68.171.121.95 (talk) (Master Vampires)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Notes on Vapmire opponents for the Who Made Who Backstage campaign.

Spawn[edit]

Spawn result from humans who are killed by vampires, but neither given a direct blood transfer nor physically mutilated to the point that their bodies can't recover. They're somewhat like half-undead, with the vampiric infection animating them and keeping them sapient, but they're still capable of bleeding or being affected by biological agents. They don't have fangs, they aren't as vulnerable to sunlight, and they're generally in telepathic contact with the vampire that created them, which can control them.

They have heightened but not supernatural senses, and generally have no superhuman capabilities other than walking around while they should be dead. Their changes are therefore physically apparent - a medical examination would reveal they're at least VERY UNHEALTHY if not dead, they exhibit eyeshine, and the first day or two after they rise up can be extremely gross, especially if they decomposed much. They generally prefer to eat meat, as raw as possible, or drink blood.

Spawn have the following stats, which may be adjusted by their mortal backgrounds or equipment.

  • AC: 7
  • HD: 3
  • Save: 13+
  • Attack: +3
  • Damage: Weapon or Unarmed +2
  • Speed: 40 run
  • Effort: 0(1)

Morale & Effort: Spawn under the control of a Vampire or Master Vampire do not break morale under normal circumstances. If they are truly terrified (a failed check treating their morale as from 10 to 12, depending on the expertise of their controller, or if struck by a Passion-induced fear, for example), then they receive -2 to-hit and to all checks. Further, if they are not under the control of a Vampire or Master, they cannot spend Effort. If not under control, they are essentially cowardly and have a morale score of 7. However, they will generally flee stiff opposition regardless of success or failure.

If exposed to sunlight, they must make a save every other round or take 1 point of damage.

If attacked with conventional weapons, then any attack which reduces them to zero may fail to affect them if it dealt only 1HD of damage. They may make a save to be obviously mutilated but still active. This power does not function against attacks that are supernatural, fire-based, etc, or that dealt more than 1HD.

Mob of Spawn[edit]

  • AC: 7
  • HD: 16/32/48
  • Save: 13+
  • Attack: +4/+4 x2/+4 x3
  • Damage: Weapon or Unarmed +2
  • Speed: 40
  • Effort: 0(1)
  • Special: Overwhelm, 1d10, Hardiness to resist. In direct sunlight, takes 2/4/6 damage per round.

Vampires[edit]

  • AC: 4
  • HD: 9
  • Save: 9+
  • Attack: +10 x 2
  • Damage: Unarmed (1d6+4 + Life Drain) or Armed (weapon + 4)
  • Speed: 40
  • Effort: 3
  • Morale: 10

These are the full undead, capable of surviving terrible injuries and deprivation. Spawn who survive for an extraordinarily length of time can become true Vampires, but they are normally created by direct blood transfer from a Master Vampire. They're universally skilled at the arts of stealth and misdirection, in addition to whatever abilities they had in life (enhanced by superior mental and physical capabilities.) They require blood and desire life-energy. They're telepathic, and may use their capability in ways similar to Charm Person, Charm Animal, Suggestion, and ESP. They have total telepathic control of their Spawn. Despite their high morale, they're cowards who will flee if overmatched. In natural environments, they're able to summon a mist from natural moisture in the area.
If they strike an opponent with a natural attack, they may draw out their life energy. The opponent must make a Spirit save or else lose a hit die, with appurtenant losses in attacks, damage, effort, save value, et cetera. At the end of the week, they may make another save. Success means they regain the hit die, failure makes the loss permanent. Divine opponents such as Godbound will instead be at -2 to all attacks, saves, and checks for the next 1d4 rounds.
Vampires may have one or two Gifts, generally toned-down versions. Vampires who live long enough can become Master Vampires.
In sunlight, they must save every round or take 1HD damage.

Master Vampires[edit]

  • AC: 4
  • HD: 25
  • Save: 7+
  • Attack: +10 x 2
  • Damage: 1d8 straight
  • Speed: 40
  • Effort: 8
  • Morale: 11

Has two actions per round. Can produce miracles as appropriate, which probably mostly involve Death, Deception, or Passion, aside from its innate "I am a vampire" schtick. It has gifts from the Ancalian Courts, too! Because life should be hard.

  • Bloody Repercussion: As an Instant action, it can Commit Effort; a hit or damaging effect on it does an equal amount of damage to the assailant. It will usually only use this power on big, damaging hits against it, compelling its victims to use smaller attacks or run it out of Effort first.
  • Sympathetic Shield: The Poxed Commits Effort as an On Turn action. Until the start of its next turn, every assailant must make a Hardiness save or automatically miss their attack or spoil their hostile gift use. Assailants who are diseased or crippled will automatically hit the Poxed every time, however, and do maximum damage.
  • Torrent of Filth: The Poxed Commits Effort as an action and exhales a gout of crippling, deforming disease that inflicts 1d8 damage per two hit dice of the Poxed, up to 10d8 maximum. Victims reduced to zero hit points aren't killed, but are left hideously ulcerated and helpless to defend themselves.
  • Crushing Indifference: The Rotten Commits Effort as an Instant action just as an enemy declares a desired action. Te target must save versus Spirit or lose their will to perform the action, wasting any Effort or action time committed to it.
  • Stillness of Decay: The Rotten Commits Effort as an action and targets a creature. Te victim's skin turns loose and fragile. Any violent motion, such as combat or moving more than fve feet in a round, will inflict damage as if from a hit by the Rotten. This damage can hurt a creature only once a round. The curse lasts the rest of the fight.
  • Also that fear effect it threw out at the start.