Return-path: Received: from DRYCAS.CLUB.CC.CMU.EDU by DRYCAS.CLUB.CC.CMU.EDU (PMDF V4.3-13 #7763) id <01HTMRGS6Q4W8WVYJY@DRYCAS.CLUB.CC.CMU.EDU>; Thu, 03 Aug 1995 09:43:00 -0500 (EST) Received: from bcfreenet.seflin.lib.fl.us (198.78.48.20) by DRYCAS.CLUB.CC.CMU.EDU (PMDF V4.3-13 #7763) id <01HTMRG39KS091VR91@DRYCAS.CLUB.CC.CMU.EDU>; Thu, 03 Aug 1995 09:42:19 -0500 (EST) Received: by bcfreenet.seflin.lib.fl.us (4.1/SMI-4.1) id AA13809; Thu, 3 Aug 95 09:39:42 EDT Date: Thu, 03 Aug 1995 09:39:41 -0400 (EDT) From: Leonard Balsera Subject: Re: Star Wars Vampires In-reply-to: <01HTHUPH0RSA8WWEHJ@DRYCAS.CLUB.CC.CMU.EDU> To: All Errors-to: jae+sw-rpg-errors@DRYCAS.CLUB.CC.CMU.EDU Reply-to: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Message-id: MIME-version: 1.0 Content-type: TEXT/PLAIN; charset=US-ASCII Content-transfer-encoding: 7BIT I have been out of commission hoere a while due to hurricane paranoia. By the way, it wasn't as bad as the news made it sound. Here it is, unattached. Adol Larynth, Jedi Knight (for Star Wars) Armand, Eighth Generation, Clan Gangrel (for Vampire) Landon C. Darkwood (for both....) a027280t@bcfreenet.seflin.lib.fl.us STAR WARS Vampires The vampires I have made for Star Wars differ somewhat from any other RPG vampires in mechanics, but of course share some traits as well. The only RPG systems that carry vamps as far as I know are Vampire (by White Wolf), AD&D, GURPS, and Rifts. Well, here are mine. Note that these vampires are based on the Human species only, and doesn't bother to deal with alien physiology. ATTRIBUTES: A vampire's attributes increase with age. Common to all vampires is superhuman Strength and Dexterity. Because of keen senses, a vampire's Perception is usually also above human norm. Knowledge and Mechanical aren't increased that much in vampires from the outset, but as the vamp ages, these too are increased well above mortal standards. Technical isn't affected at all. The table that follows shows the attributes for vamps based on age. Note that, because the gift is supernatural, a vampire cannot improve Strength like normal characters. The vampire can only gain Strength attribute by aging. Also note that where a modifier (+1D) is listed, the modifier is added to the base (mortal) attribute. Where an absolute is listed (5D), that die code becomes the new attribute. Vampire Age: 0-99 100-199 200-299 300-399 400-499 500-999 1000+ -------------------------------------------------------------------- DEX: +2D +2D+2 +3D+1 +4D +4D+2 +5D +6D KNOW: +0D +1D +1D+2 +2D+1 +3D +3D+2 +4D MECH: +0D +2 +1D+1 +2D +2D+2 +3D +3D+2 PERC: 4D 4D+2 5D+1 6D 6D+2 7D 8D STR: 5D 5D+2 6D+1 7D 7D+2 8D 8D+2 TECH: +0D +0D +0D +0D +0D +0D +0D Move: 12 14 16 18 20 22 24 POWERS: The important thing to remember about vampires is that each one is different. What may be deadly to one vampire may be little more than a candle flicker to the other. Therefore, while almost all young vampires will exhibit all the powers listed below, some may not. Also, as a vampire grows older, it has a tendency to develop unusual powers, suited to the individual. Therefore, the vampire is not limited to the powers below. Also, vampires seem to possess a weak connection to the Dark Side of the Force. This doesn't limit their behavior to evil, however, as vampires are no longer living creatures and so do not contribute to the Force in any manner. Neither are they able to be turned to the Dark Side. In any case, a Jedi will sense one coming a mile away (figuratively). Speaking of which, any Force user who becomes a vampire loses all Force powers and abilities. Immortality: All vampires are immortal. There is no argument to this fact. Until destruction, any vampire will always look the same as it did the moment it died as a mortal. Destroying a vampire will be discussed later. Brawling: A vampire in hand to hand combat may use Brawling Parry with no penalties to block any attack except from an EDGED melee weapon or energy weapon (includes lightsaber). Any blunt melee weapon or other attack can be parried by the vampire's bare hands and feet. Also, a vampire using Brawling to fight does Str+1D+2 damage, due to their connection to the Dark Side of the Force, which causes it to drain a small portion of its opponent's life force with every blow. The vampire can consciously control this effect and remove the damage bonus if it so desires. Note that this only happens when a vampire is brawling, and doesn't affect melee combat. Charm: Most vampires can charm a mortal by looking into his/her eyes. This has a similar effect on the victim as the Force power Affect Mind, but only in context with the person's reaction to the vampire. For example, a vampire cannot cause people to hallucinate with this ability, or to perceive their surroundings differently. However, the vampire could convince someone that it is a friend and that the victim should react accordingly. A vampire cannot conv ince someone to do something obviously suicidal (jumping off a cliff). He could convince the victim that a suicidal act (allowing the vamp to drink from you) is actually safe, though. As a vampire gets older, they gain the ability to charm by voice (at 400 years of age), and eventually by will (1000 years of age). Any Willpower or Knowledge roll made to resist a vampire's charms is at a +10 difficulty for gaze charm, +15 for voice charm, and +20 for charm at will. A vampire that can charm at will must know the exact location of the victim before charming, so it can't, for example, extend its charm behind a door to get whatever is there unless the vampire knew for a fact that someone was right behind the door. Charm is limited in range to 15 meters. Climbing: Vampires get a +20 bonus to any Climbing/jumping skill roll when trying to climb any surface. Regeneration and Healing: Vampires can be injured by any weapon. However, they can regenerate wound levels quickly. The table is below. Note that vampires do not benefit from normal medical healing, like medpacs and bacta, or from Force healing, like Transfer Force. In fact, use of Transfer Force on a vampire will Mortally Wound it. Vampire Age # Rounds Levels Healed ----------- -------- ------------- 0-99 yrs. 2 1 100-199 yrs. 2 1 200-299 yrs. 2 2 300-399 yrs. 2 2 400-499 yrs. 1 2 500-999 yrs. 1 3 1000+ yrs. 1 4 A vampire cannot regenerate damage from fire this way. Wounds from fire heal at the same pace as mortals' wounds do, from the chart in the rulebook. A vamp must heal fire wounds naturally. The exception to this is a 1000 year old vampire. Those vamps can regenerate any wound. You can't kill a vampire with normal wounds. Destroying vamps will be discussed later. Shapechanging: None of my Star Wars vampires can shapechange. The exception to this is when a vampire reduced beyond Mortally Wounded level, in which it turns into a mist-like form. This gaseous vampire must immediately float to a place of shelter. Note that these vamps are not limited to a sanctuary, or coffins. Therefore, they could shelter anywhere. Flight: Most vampires can fly at will. Their flight Move is equal to their normal Move. They have a flight ceiling of low orbit, and cannot move into space. Animal Control: SW vampires cannot control animals. No argument. Older ones may develop the ability somehow, but young, "normal" vamps can't. WEAKNESSES: Vampires and the Force: As I stated, vampires do not influence the Force. However, they do seem to have a small link to the Dark Side. Therefore, any Jedi powers that are made to defend against the effects of the Dark Side are useful against vampire powers. A Jedi, for example, can use Control skill to defend against a vampire's charm gaze. Any Jedi power meant to heal damage actually has negative effects on vampires. Accelerate Another's Healing, for example, temporarily suspends a vampire's regenerative ability for a period of time. Mirrors and Holy Symbols: Falsehood. Plain and simple. Vampires can see their own reflections. Invitations into homes and other sanctified places: Falsehood. Plain and simple. A vampire can go anywhere it pleases at any time. DESTROYING A VAMPIRE: The only sure way to destroy a vampire is to burn it to a cinder and scatter the ashes. If the ashes aren't scattered all over the place, the vampire will reform in about a month, albeit VERY disfigured and VERY mad. Decapitation is not a pernament solution either. If a vampire's head is put in very close proximity to the neck, the vampire will regenerate that damage as well. If the head is burnt to a cinder, the vampire will regenerate a new one. Burning the stub of the neck, like Hercules and the Hydra, will prevent the head from growing back until the vampire heals the burn naturally. Then the head will grow back. A stake through the heart induces paralysis, but will not kill. Indeed, if the vampire succeeds in a Heroic Willpower roll, it can move a few centimeters while staked. It may take a year and several Character Points to get the stake out, but the vampire has the time. Besides, if someone else pulls the stake out, the vampire is fine. Running water has no effect on a vampire. Sunlight: "Contrary to popular belief, the vampire, like any other night creature, can move about by day. But it is not his natural time, and his powers are weak." -Bram Stoker's Dracula Need I say more? In game terms, a vampire in the daytime cannot use any of its powers except charm, without modifiers to resistance. Furthermore, a vampire does normal Str damage when brawling in the day. Direct exposure by sunlight, while distasteful, does NOT harm SW vampires. FEEDING HABITS AND EFFECTS: A young vampire must feed enough each evening to reduce at least one victim (of the same race) to Mortally Wounded level. Of course, draining one person for one level and another for two will accomplish the same, or any combination of three wound levels thereof. Fangs only do Str damage, but the vampire causes 4D damage each round of draining. Note that a vampire can drain more slowly if it wishes, doing less damage. Conversely, it can drain faster, up to 7D damage a round. Older vampires do not need as much blood, but crave much more. So, while a 300-year-old vamp can survive on less blood than a 100-year-old, the 300-year-old vamp has a bigger "appetite." If a vampire doesn't feed sufficiently one day (night), it is reduced in power to the age level below it. So, if the 300-year-old vamp from above were to not feed one day, all of its attributes, Move, and other powers would go to the "200-299" category until it feeds enough again. A vampire regains an age category per night of sufficient feeding. Below the 0-99 category, a vampire loses all attribute bonuses and its move goes down to 10 after one day of starvation. After that, the vampire dies. This one of the only ways to truly kill a vampire. There are some vampires who actually drain Force Points from people. These same vampires can cause a temporary drop in someone's Force skills. I will not cover these vampires in this work, and any such explorations are the province of the GM and/or whoever first makes them up. SLEEP: Most vamps sleep during the day, but can sleep at any time. Some vampires who have befriended mortals sleep at night and accept their weakness by day just to travel with their human companions. These are the same vamps who keep chilled blood in the freezer. MAKING NEW VAMPIRES: The only way to make a new vampire is to drain someone past Mortally Wounded level and then give them vampire blood. The victim rises after a day with all the powers and abilities of a vampire in the "0-99" category. There are rumors of some vampires who can pass on the potency of age in their blood. The tales say that vampires created by one of these creatures rises with the same age advantages as the one who made them. The thought of a vampire that has only been undead one day being as powerful as a vampire that has been around for millennia is too horrid to dwell upon. MISCELLANEOUS: Force Points and Vampires: Vampires start with a set number of Force Points each day. These Force Points can be spent just like normal ones, but are only regained after a full eight hours' sleep. Vampires can gain Dark Side Points, but can't be turned to the Dark Side. However, imagine a Jedi's reaction to a 1000-year-old vamp with 40 or so DSPs. Note that vamps gain and spend Character Points exactly like mortals do. Vampire Age # of FPs ----------- -------- 0-99 yrs. 2 100-199 yrs. 3 200-299 yrs. 4 300-399 yrs. 5 400-499 yrs. 6 500-999 yrs. 7 1000+ yrs. 8 PCs and Vampires: I don't recommend making a player character a vampire, unless you are in an advanced campaign or are geared to this sort of thing. These vamps could kick most PCs' butts from here to the Outer Rim and back a few times. But, like I said, if your campaign is geared to this (epic Jedi Master campaign), go ahead. They are fun to play. AUTHOR'S FINAL WORDS: Enjoy this. Feel free to dump any of these rules you don't like. I would like to hear comments on whether or not I forgot something. And, if you use any of this material in a campaign, please tell me about it. Again, enjoy.