Night (A d20 Modern/Future Campaign Setting)

TheVengefulKoala

First Post
SilverCross.jpg

The Order of Knights of the Silver Cross
Agenda: To protect Christendom from supernatural threats.
Structure: Modernized millitant order.
Most Common Allegiance: The New Papal States, Knights of the Silver Cross, Christianity.
Requisition Limit: 60 (Illegal)

The Order of Knights of the Silver Cross, often called 'Silver Knights' or just 'Knights', is a millitant order of knights established in 1348. Originally intended to investigate rumors of the supernatural origin of the Bubonic Plague, the Knight's mission changed once they uncovered that the plague was part of a vampiric plot. Over the centuries, the Knights became some of the most proficient vampire hunters in the history of mankind, and was all but single-handedly responsible for reclaiming the North American and South American continents from the undead during the Twelfth Crusade.

In addition to modernized tactics, such as the use of firearms and air support, the Knights have also adopted the structure of a modern military, though it still retains much of its original nature. Knights-in-Training are called "Pages" and "Squires" depending on how far in their training they have progressed. Other ranks are identical to standard military ranks, except that they have the prefix "Knight-" before them (i.e: Knight-Corporal, Knight-Captain). The entire Order is headed by the Grandmaster, usually the most senior Knight in the Order.

The Knights of the Silver Cross act as the primary military branch of the New Papal States, engaging the papacy's enemies across the globe.

VigileInsignia.jpg

The Vigiles
Agenda: To protect the New Papal States from attack.
Structure: Military "home guard".
Most Common Allegiance: The New Papal States, The Vigiles
Requisition Limit: 30 (Military)

If the Knights of the Silver Cross are the sword of the New Papal States, then the Vigiles (Latin for "The Watchers") are, without doubt, the shield. Fufiling a role identical to the modern-day National Guard, the Vigiles protect the New Papal States from direct attack. They're also responsible for occupying recently-conquered territory and assisting in rebuilding efforts. Of course, many times they're also on the front lines as well. For understandible reasons, the Vigiles are much less capable against supernatural foes.

Their structure is exactly like that of the Knights, except the ranks do not have the "Knight-" prefix.


InqusitionInsignia.jpg

The Inquisition
Agenda: To protect the New Papal States from internal threats.
Structure: Secret Law-Enforcement Organization.
Most Common Allegiance: The New Papal States, Christianity.
Requisition Limit: 50 (Illegal)

The Holy Department of the Inquisition of the New Papal States, better known as "the Inquisition" is the secret police of the NPS. Tasked with rooting out heretics (i.e. vampire sympathizers), monsters, and other internal threats, the Inquisition is given carte blanche in its efforts to protect the NPS.

Their "blank check" is a literal term. An Inquisitor is permitted to do whatever they deem necessary to protect the New Papal States; Inquisitors are considered immune from the law, and their personal records are classified until they die. However, the Inquisition reports directly to the papacy. If an Inquisitor has been determined to be a threat themselves, then they're stripped of their status. And that means the law once again applies to them. If the Inquisitor is lucky, they'll be stripped of their status publically. If not, then the Inquisition will wait for the rogue to slip up again before bringing the hammer down on them.

Finding Inquisitors in a military operation is uncommon, but not unheard of. They often perform their duties in the rear: performance reviews, "morale maintenance", and other non-combat duties. That being said, some Inquisitors can be found of the front-lines, though this is ridiculously rare.
 
Last edited:

log in or register to remove this ad

More weaponry from the Archer & Wesson company.

submgun.jpg

Archer & Wesson M-411 'Garcia' 10mm Sub-Machine Gun (Personal Firearms Proficiency).

Damage: 2d6.
Critical: 20
Damage Type: Ballistic
Range Increment: 40 ft.
Rate of Fire: Semiautomatic/Automatic.
Magazine: 40 box.
Size: Large.
Weight: 9 lbs.
Restriction: Restricted (+2).
PDC: 20.

The M-411 'Garcia' Sub-Machine Gun is Archer & Wesson's latest entry into the sub-machine gun market, and it's an interesting proposal, encased in a sturdy package that has no bells and whistles of any kind, easy to obtain and use, and with a nice-sized ammo clip. Because of this, many users perform after-market modifications.


shotgun.jpg

Archer & Wesson M-435 'Regalbuto' Double-Barreled 12-Gauge Pump-Action Shotgun (Personal Firearms Proficiency).

Damage: 2d8/2d8
Critical: 20/20.
Damage Type: Ballistic
Range Increment: 40 ft.
Rate of Fire: Single.
Magazine: 12 box.
Size: Large.
Weight: 9 lbs.
Restriction: Restricted (+2).
PDC: 17.
Additional Notes: The 'Regalbuto' gives a user a +1 bonus on Intimidate rolls. Attack rolls with the ‘Regalbuto’ are rolled once, but the damage of both barrels must be rolled independently.

The 'Regalbuto' shotgun is an intimidating, brutal piece of hardware, which has a recoil powerful enough that the buttstock is almost completely made of shock-absorbing gel when normally it's a tiny piece, and plans for a semi-automatic version have been put on the backburner... for the time being.
Nevertheless, it's the fact that it's an intimidating, brutal piece of hardware which can turn opponents that get too close into splatter that has made it widely sought after by regular police/military forces and the Knights.


Assault556mm.jpg

Archer & Wesson M-441 'Hotchner' 5.56mm Assault Rifle (Personal Firearms Proficiency).

Damage: 2d8.
Critical: 20
Damage Type: Ballistic.
Range Increment: 60 ft.
Rate of Fire: Semiautomatic/Automatic.
Magazine: 30 box.
Size: Large.
Weight: 8 lbs.
Restriction: Restricted (+2).
PDC: 20.
Additional Notes: The 'Hotchner' has a +2 circumstance bonus on Sleight of Hand checks to conceal the weapon. The 'Hotchner' features a three-round burst setting. When used with the Burst Fire feat, this weapon fires only 3 rounds instead of 5, and can be used with only 3 rounds in the magazine. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if you use the setting without the feat, you make a normal attack, and the extra two bullets are wasted.

The 'Hotchner' Assault Rifle is Archer & Wesson's newest foray into the assault rifle niche, aimed for the VIP protection and urban assault market. Compact and concealable, rugged, accepting of a wide variety of aftermarket modifications (including illuminators and silencers), packing a well-sized clip and capable of placing every bullet on target in a tight pattern within seconds, the 'Hotchner' does as advertised.


streetrifle762mm.jpg

Archer & Wesson M-451 'Mirren' 7.62mm Semiautomatic Hunting Rifle (Personal Firearms Proficiency).

Damage: 2d10.
Critical: 20.
Damage Type: Ballistic.
Range Increment: 100 ft.
Rate of Fire: Semiautomatic.
Magazine: 10 box.
Size: Large.
Weight: 7 lbs.
Restriction: Restricted (+2).
PDC: 22.
Additional Notes: The M-451 'Mirren' is considered a mastercraft +2 weapon, and as such, it grants a +2 bonus on attack rolls.

The M-451 'Mirren' Hunting Rifle is the newest version of a design that has been with Archer & Wesson since its founding. Although the weapon's appearance might be best described as 'rugged', the firing mechanism is hand-made with the most rigorous standards and the best alloys available, allowing for a gun that will fire true and lethal every single time. The 'Mirren' is capable of accepting most scopes with minor modification, and it's highly sought after by hunters and snipers alike.


rocketlauncher.jpg

Archer & Wesson M-481 'Jareau' 40mm Grenade Launcher (Exotic Weapon Proficiency (Grenade Launchers)).

Damage: By Grenade.
Critical: By Grenade.
Damage Type: By Grenade.
Range Increment: 70 ft.
Rate of Fire: Single.
Magazine: 4 Internal.
Size: Large.
Weight: 10 lbs.
Restriction: Military (+3).
PDC: 20.
Additional Notes: The M-481 'Jareau' includes the Rangefinding Laser Scope Gadget added to it, and thus cannot be added again. The 'Jareau' is considered a mastercraft +1 weapon, and as such, it grants a +1 bonus on attack rolls.

The M-481 'Jareau' 40mm Grenade Launcher is one of Archer & Wesson's newest forays into the heavy weapons market. As usual, Archer & Wesson decided to go for broke-aside from their usual exacting manufacturing standards, the 'Jareau' includes a rangefinding laser system that allows the grenades to be both fired for detonation upon impact or airburst detonation.


gatlin.jpg

Archer & Wesson M-491 'Morgan' 5.56mm Man-Portable Minigun (Exotic Firearms Proficiency (Heavy Machine Guns)).

Damage: 2d8.
Critical: 20.
Damage Type: Ballistic.
Range Increment: 70 ft.
Rate of Fire: Automatic.
Magazine: 100 Drum/Linked.
Size: Large.
Weight: 18 lbs.
Restriction: Military (+3).
PDC: 22.
Additional Notes:

The 'Morgan' is a beast. There is no other way to describe it-especially after one sees the collateral damage. It is made to mow down entire areas and anything that is in them-and in that, the 'Morgan' does a pretty good job.
Archer & Wesson actually took their time to put this weapon on the market, making extensive research in light-weight, heat-resistant materials and miniaturized power cells to make sure that it wouldn't take a beast of a man to carry it around. Even then, a firm bracing is recommended before opening fire, and since its internal ammo reservoir dries up fast, field use of the 'Morgan' is done on a vehicle or with a team of at least two men, both of them carrying additional ammunition for the 'Morgan' aside from their own personal equipment.

(())

You sure there's no mini-grenades? Because there's this sweet design for a launcher that I found ( http://i237.photobucket.com/albums/ff86/marcoasalazarm/grenadelauncher.jpg ) As a matter of fact... the 'Jareau' is a rocket launcher within that game.

If it can be used, I was thinking of calling it the 'Gideon' or something.

And are there still such calibers as 5.56mm or 7.62mm? I suppose that the Knights don't use them a lot, but there *are* still dangerous things out there which are not vampiric in nature... like animals... and fellow men.

(())

EDIT:

grenadelauncher.jpg

Archer & Wesson M-506 'Gideon' Mini-Grenade Launcher (Exotic Weapon Proficiency (Grenade Launchers)).

Damage: By Grenade.
Critical: By Grenade.
Damage Type: By Grenade.
Range Increment: 70 ft.
Rate of Fire: Single.
Magazine: 8 Box.
Size: Medium.
Weight: 8 lbs.
Restriction: Military (+3).
PDC: 18.
Additional Notes:

The M-506 'Gideon' is Archer & Wesson's foray into a recently-created weapons market: that of the miniature grenade launchers. The size of an average assault rifle, created for urban combat, the 'Gideon' is capable of unloading a constant rain of destruction through its rapidly-replaceable ammunition casettes. Just recently out of beta testing stage, many factions (lawful and not) have taken interest in the 'Gideon'.
 
Last edited:

TheVengefulKoala

First Post
...

I think I just had a nerdgasm.

Right.

Uh...

Anyway, while I did say no mini-grenades...Go for it. The Gideon would probably be an experimental design, likely just out of beta.

And yes. While the Knights, and often the Vigiles, use 8mm as their standard cailber, 5.56mm and 7.62mm/7.62mmR weapons are pretty common. Some people, especially those in less..."civilized" areas still use things such as the AK-47 or, if they're deperate, a Mauser Kar98.

The latter of which, of course, being first produced roughly 614 years before the in-game year.


Also, expect some Van Kampfrad Munitions gear up in a jiffy.
 

TheVengefulKoala

First Post
VanKampfradMunitionsLogo.jpg

Van Kampfrad Munitions

Count Kasimir von Kampfrad, the ironically German-born ruler of both Great Britain and Ireland, is at the top of the Knights' "Kill-List". Born sometime in the mid-1800s, the Count is one of the oldest and deadliest among the undead. This fact is made even more obvious by his title: von Kampfrad is only one of two known Counts left among the undead nobility that survived the Twelfth Crusade.

But von Kampfrad's position as "Public Enemy #1" doesn't come solely from personal power; a major reason why von Kampfrad is considered one of the NPS' biggest enemies is his industrial and financial might. Count von Kampfrad is the founder, CEO, and owner of Von Kampfrad Munitions, a London-based weapons company.

Specializing in mechanically-simplistic and easy-to-manufacture designs, VKM's products can be found across the world. The company, managed by the undead of London, sells to anyone and everyone...except for the New Papal States. As a result of their easy-to-maintain products, moderately-inexpensive prices, rapid rate of production, and almost total lack of business scruples, roughly 89.4% of opposing forces met by the Knights of the Silver Cross are armed with Von Kampfrad Munitions products.

As bad as this is, it's not the only reason why the Knights have learned to despise the undead arms dealer. His massive factories are staffed with slave labour, in conditions that resemble those in factories during the Industrial Revolution. Despite repeated attempts to infiltrate London and sabotage these factories, all but one of von Kampfrad's original 30 factories are still operation. Air bombing attempts have fared no better. So, for the time being, Knights must accept that Von Kampfrad Munitions, and its undead master, are here to stay.

--------------------
VKMA1Maus.jpg

VKM A1 "Maus" 9mm Autoloader
Damage: 2d6
Critical: 20
Damage Type: Ballistic
Range Increment: 30 ft
Rate of Fire: Semiautomatic
Magazine: 14 Box
Size: Small
Weight: 2 lbs.
Restriction: Licensed (+1)
PDC: 14

The Von Kampfrad Munitions A1 "Maus" (German for "Mouse") is VKM's signature handgun. Chambered in 9mm, the Maus' frame is constructed entirely of steel, and features a decocking mechanism, a slide catch, and a double-action trigger. The A1 has been exported all over the world, and has a reputation of being a weapon of terrorists, guerillas, and heretics. Owning one while living in the NPS isn't illegal, but rest assured that the Inquisition will take notice.

---------------------
VKMA2Lowe.jpg

VKM A2 "Löwe" .44 Magnum Revolver
Damage: 2d8
Critical: 20
Damage Type: Ballistic
Range Increment: 30 ft
Rate of Fire: Semiautomatic
Magazine: 6 Cylinder
Size: Medium
Weight: 3 lbs.
Restriction: Licensed (+1)
PDC: 17

The VKM A2 "Löwe" (Lion) is a powerful .44 magnum revolver, manufactured primarily for export sales. The A2 is a beefy weapon, and is known for being front-heavy, though overall a sidearm. The "lion" has more than earned it's name, if not for its stopping power then most certainly for the revolver's distinctive "roaring" when fired.

A character armed with a VKM A2 gains a +4 to Intimidation checks for the remainder of the scene. This bonus only applies if they have fired at least one round before. This bonus does not apply to NPCs who have not heard or seen the character fire the A2.

--------------------
VKMA3Adler.jpg

VKM A3 "Adler" 9mm Autolader/Carbine
Damage: 2d6
Critical: 20
Damage Type: Ballistic
Range Increment: 40 ft
Rate of Fire: Semiautomatic
Magazine: 10 Box
Size: Medium/Large
Weight: 4 lbs./6 lbs.
Restriction: Licensed (+1)
PDC: 18

Modeled heavily after the Mauser C96 handgun, the Von Kampfrad Munitions A3 "Adler" (Eagle) is a "9mm Autoloader-Carbine". Featuring wooden furniture, the Adler was meant as a weapon for those who enjoy the feel of an antique firearm while still intending to use it in combat. Much like it's ancestor the C96, the A3 features a hollow wooden stock that can be attacthed to the grip of the handgun. The stock also doubles as a storage unit for the Adler during transport or storage.

Attaching the stock is a free action. While the stock is attached, the VKM A3 changes size and weight to the second set listed above. In addition, the stock grants a +1 bonus to attack due to the increased stability.

--------------------
VKMA17Gepard.jpg

VKM A17 "Gepard" 9mm SMG
Damage: 2d6
Critical: 20
Damage Type: Ballistic
Range Increment: 50 ft
Rate of Fire: Automatic
Magazine: 30 Box
Size: Large
Weight: 7 lbs.
Restriction: Restricted (+2)
PDC: 16

If there is a weapon that, in 2512, could be called the heir to the AK-47, then the Von Kampfrad Munitions A17 "Gepard" (Cheeta) is a strong contender for the title. Constructed from stamped steel and assembled within a minute and twenty seconds, the A17 uses a simple blowback mechanism. So named for its rapid rate of fire, the Gepard lacks the three-round-burst function common in many tactical submachineguns; it even lacks a semiautomatic setting. This doesn't deter sales, however: the A17 is actually one of VKM's best-selling weapons.

Popular with guerillas, terrorists, and criminal, the Gepard is a cheaply-made gun that somehow requires just as much maintenance as most of Von Kampfrad Munition's other products. This, of course, means it requires very little.




Update for tomorrow morning: Vampire Society. If I'm able to post tomorrow evening, then I'll post the revised template as well.
 
Last edited:



TheVengefulKoala

First Post
Undead Society

Before the Twelfth Crusade, vampire society was a complex mix of a feudal hierarchy combined with enough back-stabbing and plotting to staisfy even the most machiavellian schemer. Given the enevitable ennui of an eternity of undeath, vampires constantly plotted against each other, both to increase their own status and to relieve boredom.

Vampiric society was ruled by the vampiric Royal Family, and as age correlates to a vampire's relative power, the undead King and Queen were usually some of the oldest in the world. They ruled over an assortment of nobles, who in turn ruled over the undead in a given domain.

After the Royal Family and most of the nobility were flash-fried, things fell apart. With nobody to keep them in line, many of the survivng nobles turned on each other, trying to claim more territory, more slaves, more power. This allowed the American Reconquista to proceed much more smoothly than otherwise. After the end of the Twelfth Crusade, the surviving nobles, agreeing that survival was better than petty personal gain, agreed to (at the least) limited cooperation.

The surviving major nobles meet annually to discuss events and hold a sort of "administrative council". Though it is a more democratic procedure than the old monarchic system, vampire society today is anything about liberty and freedom. Political manuevering is still very common place, and even accepted. The saying "it's not breaking the law if you don't get caught" is a major part of undead life.




Next planned update: the template.
 

TheVengefulKoala

First Post
Hey guys. Just bumping this for now.

The updated Vampire Template will be done sometime before Christmas. RL's heckling me right now, but I'm trying.

Also, thanks to my cat and a can of Dr. Pepper, I lost my notes for Von Kampfrad Munition's weaponry. <_<

I'll do what I can, though.




You guys are all welcome to contribute here.
 

TheVengefulKoala

First Post
Vampire (Template)

Vampires speak, read, and write the languages they knew in life.
Template Traits

“Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid (referred to hereafter as the base creature). The creature’s type changes to undead. It uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as the base creature +2.

Undead: Vampires have the traits and immunities common to undead.

Hit Dice: Change to d12. Vampires have no Constitution score.

Speed: Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).

Defense: The base creature’s natural armor improves by +6.

Attacks: A vampire retains all the attacks of the base creature and gains a claw attack if it didn’t already have one. The vampire’s claw attack deals damage according to its size: Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.

Special Qualities: A vampire retains all the special qualities of the base creature and gains the additional special qualities described below. Special Qualities with a * by their name may only be used after the vampire reaches a certain age, as shown on the table below.

Blood Drain (Ex):A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of temporary Constitution damage each round the pin is maintained. These Constitution points are added to the vampire's Constitution, and are lost at a rate of 1 per day. These stolen points do not act as a "real" Constitution score for the vampire.

Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s blood drain attack may be brought back to "life" as a vampire. The original vampire must transfer one point of Constitution to the victim in order to use this ability. The newly-risen vampire holds no allegiance to it's sire, though many do serve their creators for a time.

Domination* (Su):As an attack action, a vampire can crush an opponent’s will just by gazing into his or her eyes. The vampire can attempt to dominate only one target at a time, and the target must be within 30 feet and able to see the vampire. A target that fails a Will save (DC 10 + 1/2 vampire’s Hit Dice + vampire’s Charisma modifier) becomes the vampire’s thrall for 1 day per Hit Die of the vampire. The thrall temporarily loses all previous allegiances and adopts a singular, unswerving allegiance to the vampire. If the vampire commands its thrall to do something blatantly self-destructive, the target can make a Will save to break the vampire’s control. If the save succeeds, the target becomes free-willed and regains its previous allegiances. This power costs 1 point of Constitution per use.

Alternate Form* (Su): A vampire can assume the form of a bat, rat, or wolf as a move action. The vampire can remain in that form until it assumes another form or until the next sunrise. This power costs 1 point of Constitution per use.

Children of the Night* (Su): Vampires command the lesser creatures of the world and, once per day, can call forth a pack of 4d8 rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a full-round action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. This power costs 1 point of Constitution per use.

Damage Reduction 15/Holy/Silver(Su): As per the ability in the Core Rulebook.

Fast Healing 5 (Ex):A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a vampire automatically assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, its hit points rise to 1 hit point after 1 hour; the vampire then resumes healing at the rate of 5 hit points per round.

Gaseous Form* (Su):As a move action, the vampire (and all its gear) becomes insubstantial, misty, and translucent. The vampire gains damage reduction 20/+1 in this form. Its armor (including natural armor) ceases to modify its Defense, though other modifiers (such as from Dexterity and size) still apply. The vampire cannot attack or use supernatural abilities while in gaseous form. A vampire in this form can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. It can pass through small holes or narrow openings, even mere cracks. Its gaseous form is subject to wind and cannot enter water or other liquid. This power costs 1 point of Constitution per voluntary use.

Cold Resistance 20* (Ex): A vampire ignores the first 20 points of cold damage from any cold-based attack.

Electricity Resistance 20* (Ex):A vampire ignores the first 20 points of electricity damage from any electricity-based attack.

Spider Climb* (Ex):A vampire can climb sheer surfaces as though with a spider climb spell.

Turn Resistance* (Ex): A vampire has +4 turn resistance.

Darkvision* (Ex): Vampires have darkvision with a range of 60 feet.

Weaknesses (Ex): A vampire has several weaknesses, described below. Younger vampires have fewer weaknesses, at the cost of having fewer powers as well.
Direct Sunlight: The merest sliver of sunlight deals 2d6 points of damage to a vampire. A vampire exposed to direct sunlight for 1 full round must succeed on a Fortitude save (DC 20) or be consumed by fire and destroyed utterly. All vampires are vulnerable to direct sunlight.
Garlic: A vampire cannot enter or pass through any 5-foot square containing garlic. A vampire takes a –2 penalty on melee attack rolls against a target wearing garlic.
Holy Symbol: A vampire takes a –2 penalty on melee attack rolls against a creature prominently wearing or brandishing a holy symbol. The symbol’s touch deals 1d4 points of holy damage to a vampire, and a vampire reduced to 0 hit points in this fashion is destroyed utterly. This holy damage can be healed only by inflict spells.
Inviolate Sanctuary: A vampire cannot enter a privately owned residence unless invited in by the rightful owner or tenant.
Mirror: A vampire in view of a mirror cannot use its domination special quality (see above).
Native Soil: A vampire cannot sleep during the day without rest in or on soil from it's homeland. This means that it cannot regenerate inside of it's coffin after "death" without said coffin possessing native soil.
Running Water: A vampire cannot cross running water (but may be carried across). A vampire immersed in running water loses one-third of its remaining hit points each round until it is destroyed at the end of the third round.
Wooden Stake: Wooden weapons that deal piercing damage (such as wooden stakes, arrows, pool cues, spear shafts, and table legs) threaten a critical hit against a vampire on a natural 20 (unless noted otherwise), even though vampires are normally immune to critical hits. A successful critical hit destroys a vampire instantly, turning it to dust. All vampires are vulnerable to wooden stakes.

Allegiances: Previous allegiances are usually lost, and are replaced by any new allegiance the GM deems. Usualy, "Self" is somewhere near the top of the list.

Ability Scores: Vampires gain the following ability score increases: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As undead creatures, vampires have no Constitution score.

Skills: Same as the base creature (human vampires retain the extra skill points afforded to all humans). Vampires receive a +8 species bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Feats: Vampires gain the bonus feats Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats. Human vampires keep the extra feat they gained as a 1st-level human character.

Advancement: By character class.
--------

Vampire Age Table:
Depending upon how long the vampire has been undead...

0-10 Years: 2 Weaknesses (Sun, Stake), 1 Power.
11-50 Years: 2 Weaknesses (Sun, Stake), 2 Powers.
51-100 Years: 3 Weaknesses, 3 Powers.
101-500 Years: 4 Weaknesses, 4 Powers
501-1,000 Years: 5 Weaknesses, 5 Powers
1,001 Years+: All listed Powers and Weaknesses.

Obviously, there are very few vampires older than 1,000 years, or even that approach that age.


Also of note: when the above template mentions a "coffin", it applies to any place the vampire sleeps. A coffin, a crate, a bed, it doesn't matter: so long as there is no sunlight and there is native soil (for those vampires that require it), it does not matter where they sleep.
 
Last edited:

ValhallaGH

Explorer
Fire is an Energy type, not a physical damage. Damage Reduction doesn't apply to fire, or any other energy (acid, cold, electricity, sonic, positive / negative).
Energy Resistance does apply to these things.


Regeneration makes vampires invincible. No, literally, invincible.
Creatures with Regeneration treat all damage as non-lethal. This is why Regeneration requires a Constitution score. (citation*)
Undead are not subject to non-lethal damage. (citation*)
Therefore an undead with Regeneration is actually invincible. He cannot take damage except from the thing that bypasses his regeneration, and no such damage is specified. So, vampires over 500 cannot be killed in combat, only by their weaknesses.

Does that fit with your flavor text? I don't think so, but I might have missed something.


Good luck, this is pretty flipping cool, and I hope my contribution helped.


*If using the d20 Modern non-lethal (and Regeneration rules) then they're still invincible. The MDT of undead is -, and since they never have to make such checks this can be translated as "ininity". Creatures with Regen do not take damage less than or equal to their MDT (just what is larger). So, vampires over 500 are still unable to take HP damage.
 
Last edited:

Remove ads

Top