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242 lines
9.5 KiB
Plaintext
242 lines
9.5 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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Subject: Vampires
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Some time back I was going to alter the D and D system of races to
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make each into a sort of "class" so that a character could advance
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both in their profession and their race. This would open lots of
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"monster" races up to player characters and allow for more diversity
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among encountered beings. All of these races would start out on a low
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power level before working up same as a class. A character ussing
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one of these races would off set the bonus of having the races
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abilities and powers have by a higher exp total to meet for each
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level of advancement (exp. as with a Mulit-classed character would
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be split evenly among the race and any classes. This would give
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explination to a problem that I have with long lived races such as
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elves advancing through the class level at the same speed as humans.
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The only race that I ever did was the Vampire. I present it for any
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who are intrested.
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The Vampire:
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Requirements:
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Str 13, Int 10, and Cha 16
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Characteristic Increase:
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+1 Str per 2 weapons proficiencies gained after initial
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+1 Dex per 5 levels if Wizard or Preist, per 4 levels if Warrior,
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per 3 levels if Rogue
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+1 Int per 100 years of existance
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+1 Wis per 250 years of existance
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Hit Points:
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1d8 per level to 8th and then +3 pts per level beyond. Con Bonus do
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not apply to the Vampire's Hit Points. Nor does a Vampire gain a Con
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Bonus when calculating the Hit Points of their other class(s).
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Number of Attacks per Round:
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1 for 1 or as per their other class with the option of bitting for 1d6.
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Exp per Level:
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Same as a Wizard (all exp must be halved between the Vampire class
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and the character's other class)
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Base Armor Class:
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10 initialy -1 per 5 levels to a max base AC of 0.
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Saving Throws:
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As per the character's other class.
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Weapons and Armor usable:
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As per the character's other class.
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Alignment:
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Any Evil with NE as the rarest.
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Abilities and Restrictions:
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-To become a Vampire a System Shock check must be made or the
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character just dies. A similar check is made each time the
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Vampire is to advance a level. Failure of this roll causes the
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character to drop to half way above the last attained level.
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-The Vampire has two forms a "normal" form and a Vamperic form.
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It takes one round to enter or emerge from the Vamperic form and
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it can only be done be done at night. In the
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following the asterisked powers and abilities can only be used
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in Vamperic form. When in Vamperic form that character casts
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no reflection and direct sunlight causes 3 pts. of damage per
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round.
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-A Vampire must drink the blood of one human sized creature per
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per week per 2 levels of experience in the Vampire class with no
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more that one feeding necessary per night. If feedings are missed
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the Vampire begins to show its true age and corpse like visage.
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Further 3 hp are lost per feeding beyond the first that has been
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missed to a minimum of 1 hp. These are recovered instantly when
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next the Vampire feeds.
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-When ever a Vampire sees blood there is a chance that he or she
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will enter into a blood lust and revert to Vampiric form against their
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will. (This can only happen durring the times when a character
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can make the change for the moment only at night.) A Vampire can
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resist the change with a Con/- roll (modified -3 per missed feeding,
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+? for recent feeding DMO) Bloodlust forces the Vampire into a feeding
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frenzy when it must feed. Durring a Bloodlust the Vampire acts as
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though it were one level higher as a vampire in all reguards. To get
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out of a Bloodlust the Vampire must roll Con and Int check, or come
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out of it naturaly after gorging itself on the blood of 1d4 + 1
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human sized beings. (The Vampire will go after any one around to get
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this blood.) Vampires need no other sustinance than blood though
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they can eat "normal" food if they wish.
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-Direct light causes a Vampire sever pain and minuses to hit while in
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either form:
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Sunlight causes -4 to hit, Lamplight -3, Torch or Candle light -1
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-A Vampire must be invited to cross the thresh-hold of the race which
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it used to be. A human Vampire would need to be invited into the
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a human home. If the Vampire is not invited in he or she will be power
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-less to harm those under that roof.
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-Vampirers do not like running water and will avoid it if at all
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possible, full immersion causes 1 Hp per level reguardless of what
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form the Vampire is in.
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-The great enemy of the Vampire is fire which does +1 pt of damage
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per die to them. Further their save vs. any sort of fire is at -3.
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A Vampire if he or she regenerates will regain Hp lost to fire at
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half normal rate.
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-A vampire may be killed with a stake through the heart but with its
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removal the Vampire can again return to plague the living if it is
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regenerating. (see below) It is DMO on permanent destroyers of Vampires.
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-Animals sencing the aura of death about the Vampire will react badly
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when in their pressence.
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Abilities by Level:
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Level 1:
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-1 damage from cold (Negates half damage at max, -1 per 3 levels)
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-1 damage from electricity (Negates half damage at max, -1 per 5
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levels) *
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-1 damage from posion (-1 per level)
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+1 Save vs. Sleep Spells (+1 per level when Save is automatic
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Sleep Spells no longer effect the Vampire)
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+1 Save vs. Posion (+1 per 2 levels)
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+1 Save vs. Death Magic (+1 per 4 levels when Save is automatic
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Death Magic no longer effects the Vampire)
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Immunity to disease
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Infravision at range 30' (+10' per level to max of 100')
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Level 2:
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+1 Save vs. Charm Spells (+1 per level when Save is automatic Charm
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Spells no longer effect ehe Vampire)
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Need not Sleep
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Magic Resistance 1% (+1 per 3 levels max of 50%) *
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Level 3:
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Ultravision at range 30' (+10' per level to max of 100')
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Eyes turn red *
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Summon 1d4 Rats under the Vampires control (+1d4 per level) *
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Effects undead as an evil cleric of two levels lower *
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Level 4:
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+1 Save vs. Mind Effecting Spells (+1 per 2 levels)
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Touch of the Vampire causes 1 pt of damage *
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Level 5:
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May enter into Vamperic form 1 hour before full darkness and one
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hour after dawn.
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-1 damage from normal (non-silver) weapons (-1 per 3 levels) *
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Level 6:
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Touch of the Vampire causes 1d2 pts of damage *
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The Vampire may enter into a regenitive sleep in which any damage
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to the Vampire is healed though this will take a very long time,
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as ruled by the DM. Durring this sleep the Vampire is unable
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to awaken or defend itself.
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The Vampire is no longer effected by fatigue.
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The Vampire need not breath.
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Level 7:
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Shapeshift into a rat and back once per day (+1 per 5 levels
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to max of 5 times per day) *
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May enter into Vamperic form 2 hours before and after darkness.
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Summon 5d4 Rats (+1d10 per level to max +8d10) *
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Level 8:
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Touch of the Vampire causes 1d3 damage *
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The Vampire does not bleed.
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+/-1 Cha for the Vampires in relations with one person (+/-
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1 per 2 levels, +1 person per 5 levles to max henchmen) *
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Level 9:
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May enter into Vamperic form 3 hours before and after darkness.
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Detect Good at range 10' (+5' per 2 levels to max of 40')
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1 pt Regeneration per turn with in two hours of feeding.
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Level 10:
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The touch of the Vampire causes 1d4 damage *
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Sunlight causes only 2 pts of damage per round (-1 per 10 levels)
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Level 11:
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Touch of the Vampire cuases 1/2 life level drain *
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May enter into Vamperic form 4 hours before and after darkness.
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Summon 1d4 Bats under the Vampires control *
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Read Alignment 10' Range (+5' per 3 levels max of 30')
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Level 12:
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Touch of the Vampire causes 1 life level drain.
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Cause fear as the spell at the vampirers level with glance 1 time
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per day (+1 time per day per 2 levels) *
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Level 13:
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May enter into Vameric form at any other time that noon.
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1 pt of regeneration per turn
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Save vs. Spells to negate turning *
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+1 pt of regeneration per turn for up to 2 hours after feeding.
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Summon 1d6 Bats under the Vampires control *
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Level 14:
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Touch of the Vampire causes 1 life level drain +1 pt damage (the
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progresstion repest its self adding one life level drain to tha
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same effect as level 4, 1 life level + 1d2 damage at level 6 etc
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to a max of 2 life levels drained +1d4 damage at level 30) *
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Fly 1 turn per day (+1 turn per level) *
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-1 damage from silver weapons (-1 pt per 3 levels)
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Level 15:
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May enter into Vamperic form at any time.
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Summon 1d8 Bats under the Vampires control *
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Shapeshift into a Bat and back one time per day (+1 time per 3
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levels max 5 times per day) *
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Desolid State 1 turn per day (+1 turn per level) *
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Level 16:
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Summon 1d10 Bats under the Vampires control (+1d10 per level to
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max of 20d10) *
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Regenerate 1 Hp per 5 done in feeding or life level drain *
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Level 17:
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Hypnosis as per the spell with eye contact (DMO) 1 time per day
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(+1 time per 6 levels) *
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Level 18:
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Save vs. Spells for 1/2 damamge from Holy water
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Level 19:
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Summon 1d4 wolves under the Vampires control (same escliation as Bats) *
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See invisible 5% (+5% per level max 50%) *
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Levle 20:
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+1 Magical Weapons needed to hit (+1 per 10 levels max +4)
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Level 22:
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Cause Fear 10' Radius 1 time per day *
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Level 25:
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Shape shift into a wolf and back one time per day (+1 time per 3
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levels max of 5 times per day)
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Can create other Vampires up to max henchmen.
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