Vampire Project: help?

Loonook

First Post
Well... I tried this on two other forums, and just got flack... so I think I will post it here for help :)


True Vampire: A vampire that exists for the point of existing... a True Vampire was born as a vampire, and has not had its blood adulterated in any way. Though few of this ilk exist, they are the most powerful of all vampires, and are almost always Daywalkers (unless by choice).

Spawn: The lowest of the blooded vampiric types, Spawn are not really vampires, but moreso enhanced living creatures. Spawn are those who are taken alive, and given the traits of a vampire by means other than magic or a curse (such means may be drinking the blood of a vampire who creates other vampires by its blood.) Spawn are the most common of all Daywalkers, and can be born to a living type of vampire. Spawn inherit traits from those who create them.

Thrall: This creature is unblooded, and shunned by vampiric society. A Thrall is any creature bound by blood to a vampire or vampiric entity by either curse, spell, or a specific trait that allows binding via the power of the vitality of the vampiric entity.

Damned: Divinely cursed vampires (also known as Cainites, Setites, or other such types.). These vampires are the most prevalent of the Cursed lines, and their blood is able to be thinned. They are undead, and their souls are bound to an existence of pain and torture. Very few Damned are Daywalkers, but some gods (those who serve underworld races) may damn a follower thus, making them unable to return to the darkness of their earlier existence without death. The curses vary, but all can have progeny to a certain extent... generations form, and the blood is strained over time. Those of a Damned line may or may not have special powers deemed upon them, and the powers may vary by generation.

Cursed: This is an curse brought forth by a non-diety. Vampires who are cursed may be living or undead, and may be individual or be of a familial line. Their abilities are caused by their own powers and knowledge, and not by any other source unless otherwise noted.

Souless: These vampires are bestial, uncaring of those below them. They can be of any type, and are prevalent among the Damned and Cursed. Souless vampires are without ties to any plane of existence save their husk, and feed to survive. Undead, only magics and their curse hold them away from death. Souless are usually unable to walk in daylight.

Beast: These are nonhumanoid vampires, and are rare. They can have any other designation that is allowed to them, and some say the oldest True Vampires are of the Bestial type.

Incorporeal: These creatures feed on the essence, and need not drain blood to gather the essence. They are not ghosts per se, because they have vampiric traits also.


Weakness to Holy Objects: Any vampire may have this weakness, in which the ability acts just like it would when a strongly presented holy object affects the MM version of a vampire.

Night-cursed: Unable to become free during the day, this child of the night is most common amongst the vampiric afflictions.

Common Allergies: Some vampires are weakened by the presence of certain substances around the vampire; these substances may cause damage if they touch the skin, or just extreme nagging discomfort.

Weak Blood: Younger vampires of types who may create progeny by their blood are usually afflicted by this curse. The blood is unable to make a vampiric entity of the type the creator wishes, but can still bind Thralls or other vampires of the ilk to the bloodletter.

Detection: A vampire may have an affliction that the sharp-eyed notice to give him away. Such things can include, but are not limited, to a bestial visage when in frenzy (see below), a pale look, bloody sweat, or the inability to cast reflections or shadows.

Frenzy-Prone: An angered vampire may become a raging animal, unable to control its impulses. This is almost universal amongst the vampiric entities, and is characterized by a loss of intelligent thought and an uncontrolled use of the vampire's abilities.

Residual Masking: The vampire retains a part of the energy of its ability even after the ability is used. The vampire may start to grow fur if allowed to shapeshift, or be crippled with muscular cramps after using its innate speed for an extended period of time. These traits are common amongst the Cursed and Damned.


Entrance Curse: A vampire who is cursed as such must ask permission to enter a private home.

Grim Appearance: The vampire takes on the look of a killer, its teeth are unable to be hidden by normal means, and its skin becomes flaky and translucent. Some of the Damned and Cursed have this trait, and Spawn are known for it throughout the lands.

Elemental Weakness: The vampire has a weakness to one of the primary elements of existence. This weakness makes all elemental attacks of the type more harmful, and causes the Vampire to become weak when overwhelmed by the element.

Innate Superstition: This trait is more prevalent in worlds whose denizens think they know of all vampires. Vampires who are spawned or cursed may become afraid of things that will not harm them, taking on an aversion or the psychosomatic effects of the problems listed above.


Nature's Wrath: A vampire cursed as such (almost all) can be slain by a stake through the heart.


Divine Incompatability: Most vampires (all True Vampires, unless they pray to the local God of Blood or Death) are unable to heal via divine means. In fact, a priest may be able to cast a healing spell on a vampire to injure the vampire.

Blood-gorging: A Vampire who is hungry with this flaw will overfeed itself, making itself weaker and weaker over time.

Psionic Weakness: Those living vampires who are unable to wield some of the special mind-powers of the vampire may be unable to protect against such powers without assistance.

And some of the perks :

The Blood is Life: Blood has curative powers in True Vampires and some other types, and drinking blood after becoming filled heals the wounds of the vampire.

Soulsight: A Vampire can detect any vampire within its line of sight, and any undead within the same line of sight (line of sight is also counted as scrying or other types of clairovoyance.

Powers of the Eye: The Vampire can charm, strike fear, or cause a creature to become incapacitated simply by looking at the creature.

Acidic Blood: Some vampires can cause their blood to become corrosive, damaging those that cut the vampire.

Shapeshifting: Higher order vampires have mastered the art of shapeshifting into forms of most carnivorous creatures.

Night's Shelter: A Vampire encountered at night with this trait is able to use the very darkness to conceal and assist it, calling the shadows to its aid.

Blood Sanctuary: A vampire may drip its blood upon a door and make it impossible for any creature to enter the door without the vampire's permission.

Spawn of my Blood: A vampire can create lesser undead with its blood simply by touching a cadaver. These creatures are little more than skeletons, but aid the mid-power vampire in battle.

Defile: A Vampire who is especially cursed can cause any land on which it walks to become decayed and impossible to grow plant life on.

Rapid Healing: A vampire with this trait regenerates wounds extremely quickly.

Ward of the Beast: A vampire can call upon any animal which it has seen that is carnivorous to guard the vampire.

Power of the Line: A vampire's progeny take on the traits of their creator.

Spirit of the True Life: A Vampire who is blessed with this power is unturnable by a cleric (undead only)

Blessed by Death: The undead vampire can strike a weak creature into a coma state to drain up to 3 days later.

Flight: Some vampires have the ability to fly as if blessed with the wings of a bird.

Levitate: Some vampires can only levitate a few feet from the ground.

Strength of ten score: All vampires have extremely above-average strength for their race.

Quickness: All vampires move at least 1.5 times as quickly as they did before death on land.

Depth of the Line: A vampire who has this trait is able to perform necromatic and blood magics as if a necromancer or thaugmaturist of level equal to the Vampire's HD + 1

Lilting Grace: A vampire blessed with this trait is able to cause awe in those who hear them speak as if they were a great leader.

Mark of Truth: Only occurring in extreme chaotic or extreme lawful societies, the Vampire is looked upon as an agent of the God of Death, and those who are True Vampires are revered and able to make themselves known as such without fear of death.

Retractable Teeth: All save a small number of cursed Vampires have fangs that retract when not in use or in Frenzy.
 

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Aha! It makes sense then. :)

Yes, I think a list like this would make it easier to make templates. Giving each of them a point cost or -bonus would make it easier still to make templates. The points don't really have to mesh with anything already in existence, since they're only going to be applied to this narrow set of powers anyway, but it could make sense, if you are up to the number crunching, you could say that, say 5 points equals a 2-point abillity bonus and work from there.

This would help a DM wanting to make a set of diverse vampire templates for his D&D game imensly, and could be a useful suplement to the age/ power table in the Ravenloft book. :)

There are also people out there that, for some reason, seem hell bent on porting Vampire: The Masquerade over to d20, and I think a list with point cost here could make their job easier as well.
 


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