D20 Vampire anyone?

Vampire D20

This represents about 30-45 minutes typing while I thought it, and broken regularly by work. Still...

Vampire D20

Most of this can done with D20 systems already released.

Race: See Call of Cthulu. No race, per se or rather everyone is human.

Class: Again, see CoC and use their classless system where players put together a list of skills that they get due to their education and background. CoC lists a smattering of examples useful for their game, but you could easily use their system to expand on that repetoire.

Background: Make clan a Background, much like the Wheel of Time system. Every first level gets 1 free Clan Feat. These should mostly be skill modifier Feats, like Shadow & Smooth Talk

Disciplines: Break all the Disciplines down into Feat chains, which for purposes of Prereqs are Background feats. You must be from that Clan/Background or have (2 x level of Discipline in ranks from Knowledge: Clan X) to qualify for an "Out of Clan Discipline" For example, Scabby John the Nosferatu advances to 6th level and wants the first level of Celerity. He has to have 2 ranks in either Knowldege: Toreador, Knowledge: Brujah, or Knowledge: Assamite (if you decide to play with non-standard clans). When he hits 9th level he wants the second level of Celerity and so, must have 4 ranks in one of those Knowledges. Individual GM's could of course decide to insist that you have a teacher from one of those clans or that you'd imbibed vitae from a member of one of those clans as a Variant. Most low-level disciplines could be other feats (Basic Celerity=Improved Initiative, Basic Fortitude = Toughness or Great Fortitude). Higher levels of most could be simulated with "at will" or "continuous" spell-like abilities from D&D or psion abilities (with blood costs using V:TM as a guide). Every character gets a "free Background Feat (which can be used for Discipline Feats) at every level in which they don't get an ability increase. This should allow them at 20th level to have all 5 levels of each of their In Clan Disciplines. All Out-of-Clan Disciplines must be purchased with feats from levels, which simulates that you spent that time learing to do something at the cost of some other knowledge or ability.

Levels: Standard layout for exp, level feats, & stat increases. Use the Offensive/Defensive Options for BAB & Saves as shown in CoC.

Humanity: This and Willpower is really where I'm getting stuck. Offhand, I'd say everyone starts with the equivalent of a 4 Humanity (though I'd love suggestions on how to convert the mechanics of Humanity so you could make Humanity checks like Ability Checks). At player's option they could start with a 3 for a Free Feat.

Willpower: In sticking with D20 mechanics, I'd like to have this be a function of your Wisdom score, but also be function of Generation as it is in the original as well. You might just use these loosely like Force Points from SW (w/o a Sensitive Feat to allow an unlimited supply) and say "You get one under these RP conditions (acting out Nature) or over time" you can use them to get extra dice on a check, make a train only skill check that they don't have ranks in, reroll a saving throw, etc etc.

Generation: Every character starts as 13th Generation (Max 10 blood points at any given time, maximum 10 willpower points at any given time, can't spend more than 1 blood point per round, can't use dominate on people of higher gen, all the regular). Players can choose to lower starting character Generation via increasining ECL on a 1 for 1 basis. So, if they start at 10th Generation they are have an ECL of +3.

Blood points: Maximum points determined by Generation (probably +2 per Generation improvement with a base of 10). Max points spendable per round broken down by Generation group. 13-11 (1/rd), 10-8 (2/rd), 7-5 (3/rd), 5-4 (4/rd), and 3-2 (5/rd).

Keep the following things from type Undead
1. d12 HD
2. Immune to Critical hits
3. Immune to Subdual damage
4. Immune to Poison

Healing: Only through expenditure of blood, amount by generation: 13-8 1d8+level, 8-4 2d8+level, 3-2 3d8+level. This is to simulate the greater power and concentration of vampiric vitae at lower generations.


Did I forget anything? Most of the specific numbers and such are just off the top of my head and don't reflect any playtesting or anything. Please feel free to critique, modify, or renounce. For those of you opting for renounce because I'm a "Blasfemer" can just keep it. I love Vampire and have been playing it for years, but also can't get my current RP group do anything except D20 stuff, and I've always thought the WOD table-top system was overly complicated and unintuitive. Something like this would make a game we all love availiable to a much wider audience.

Z
 

log in or register to remove this ad

1 quick addition to the above.

A first level vampiric character gets 3 total Feats:

1st level character Feat
Free 1st level discipline Feat (must be In Clan)
Free Background Feat (which can be spent on an In Clan Discipline).

I know this flies in the face of "normal" V:TM mechanics where you get 3 levels of Basic In Clan Disciplines, but I think that would be a bit much for 1st level. Also, you should, in general advance more rapidly in a D20 game than you would under the Chinese Water Torture exp system that WW uses for their WoD games, so you shouldn't feel the hurt for long.

Z
 

Witness my staggering Vampire rules knowledge!

Celerity is like Haste.

I'm done.

If your using feats for Disciplines, you might want to have the first give an extra move eq. action when activated, the next one give the AC bonus, then the extra partial. Then you might want to increase the AC bonus, and give a bonus to attacks. If not sure how far Celerity can go, the best I've heard of 6 dots for "between the clicks." Time stop anyone?

Since one can apparently have potence without lots of strength, maybe it's something like a competence bonus to damage.
 
Last edited:

Blah! Blah!

The Denizens of Darkness book (also put out by White Wolf) includes a variety of vampire sub-breeds, and suggestions/rules for playing a human-becoming vampire. I dont remember the exact templates as I am at work, but they were quite interesting.

It would not be difficult to create Clan templates in variation to these vampire examples. If you want to avoid the standard spell-slinging classes of D&D, or at least highly restrict it. You could use a variation of the Mage Prestige class from the Polyhedron Shadow Chasers supplement, and allow for Tremere vamps access to it at lower requirements.

Vicissitude would be a VERY interesting power to create in d20. Maybe borrowing a page from the Dark Side Alchemy stuff concerning bodily modefication. Perhaps Blood bonding should be a Supernatural ability common to all such vamps, or possibly just a Create Ghoul (its own template), or Addictive Blood.

Ghoul (Template)
Ghouls are humans or animals who have been fed the blood of vampires and thus become a near-undead creature. Addicted to its "master". The creatures type remains the same though gains the ghoul subtype.
HD: Same as Base creature.
Speed: +10ft
Attacks:Same as Base creature.
Face Reach: Same as Base creature.
Special attacks: Same as Base creature.
Special Qualities: Their diet of vampire blood grants ghouls a variety of interesting powers.
Fast Healing(Ex): The ghoul heals damage at a remarkable rate. equal to 1 +1hp per masters Hit Dice, per round.
Addiction (Ex): Ghouls are utterly obediant and subservient to their vampire master. They always act as though under the effects of a Dominate Monster spell as cast by a 20th level wizard.
Living Undead: Though they still retain their original type, ghouls are considered undead in regard to spells and special bonuses or items are concerned.
Immunities: Immune to poison, disease, supernatural fear effects, and aging effects, magical or otherwise. Ghouls take only half-damage from subdual damage, and suffer death from massive damage as though they were one size larger.
Saves: Same as Base creature.
Abilities:+4 Str, +0 Dex, +2 Con, +0 Int, +0 Wis, +0 Cha
Skills: Same as Base creature.
Organization: As master
Challenge Rating: Same as Base creature +2.
Alignment: Same as Base creature, though often with leanong towards that of its master.
Advancement: By character Class
 

Something special for all the ghouls out there

In addition to the ghoul template I would like to add da following Special Quality:

Berserk (Ex): For every round that the ghoul remains in combat there is a 10% chance that the ghoul will fly into a berserk frenzy. While in this state, the ghoul gains a +4 to its Strength and Constitution, and 2 extra hit points per hit die, and suffers a -2 to its AC. This frenzy lasts until all visible foes are dead or removed from battle.
 

Remove ads

Top