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<blockquote data-quote="Saraphmael" data-source="post: 2399400" data-attributes="member: 34073"><p><strong>Kidred D20</strong></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'">Thank you Jester! </span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'">I’m thinking about starting a new thread about Kindred D20. What do you guys think? I could, maybe, post Kindred D20 chapter by chapter there… </span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: #000000">Add to your MSN or send an e-mail so you can receive first hand the complete material and, of course, make your own contribution to our work, if you wish to: </span></span><a href="mailto:saraphmael@hotmail.com"><span style="font-family: 'Times New Roman'"><span style="color: #0000ff">saraphmael@hotmail.com</span></span></a> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'">Also, mail us if you have any doubts about the rules bellow. </span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'">This is from Chapter One of Kindred D20, as we call it: </span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'">KINDRED D20</span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'">Since VtM vampires are far different from “regular” D20 vampires, we are going to call this new type of undead “Kindred” instead of “Vampire”. Forget everything you’ve read about D20 vampires before using Kindred in your game. </span></span></p><p></p><p> </p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: #000000">CREATING A KINDRED</span></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> “Kindred” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature); in scenarios where monstrous humanoids doesn’t exist, only ignore the rules.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> A Kindred is created by a ritual called The Embrace; the creator vampire (called “Sire”) first takes all of his chosen’s (called “Neonate”) blood, and replaces it with a little bit of his own, thus creating the new vampire.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> A Kindred uses all the base creature’s statistics and special abilities except as noted here.</span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Size and Type: </strong>The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.</span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><strong> Undead Type:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</span></p><p></p><p><span style="font-family: 'Times New Roman'"><em> Features: </em>An undead creature has the following features.</span></p><p></p><p><span style="font-family: 'Times New Roman'"> —12-sided Hit Dice.</span></p><p></p><p><span style="font-family: 'Times New Roman'"> —Base attack bonus equal to 1/2 total Hit Dice (as wizard) or per class.</span></p><p></p><p><span style="font-family: 'Times New Roman'"> —Good Will saves or per class.</span></p><p></p><p><span style="font-family: 'Times New Roman'"> —Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score; if the undead has a class, use the class’ values instead. </span></p><p></p><p><span style="font-family: 'Times New Roman'"><em> Traits: </em>An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).</span></p><p></p><p><span style="font-family: 'Times New Roman'"> —No Constitution score.</span></p><p></p><p><span style="font-family: 'Times New Roman'"> —Darkvision out to 60 feet.</span></p><p></p><p><span style="font-family: 'Times New Roman'"> —Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Kindred, however, are still vulnerable to most Disciplines that use such effects (see Discipline Descriptions for details).</span></p><p></p><p><span style="font-family: 'Times New Roman'"> —Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.</span></p><p></p><p><span style="font-family: 'Times New Roman'"> —Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.</span></p><p></p><p><span style="font-family: 'Times New Roman'"> —Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an <em>inflict </em>spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score; Kindred may only heal damage by spending Blood Points to activate their Regeneration special quality (see bellow for details).</span></p><p></p><p><span style="font-family: 'Times New Roman'"> —Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).</span></p><p></p><p><span style="font-family: 'Times New Roman'"> —Uses its Charisma modifier for Concentration checks.</span></p><p></p><p><span style="font-family: 'Times New Roman'"> —Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed; Kindred, however, are hard to reduce to 0 HP because most damage they take is considered bashing damage and may be regenerated.</span></p><p></p><p><span style="font-family: 'Times New Roman'"> —Not affected by <em>raise dead </em>and <em>reincarnate </em>spells or abilities. <em>Resurrection </em>and <em>true resurrection </em>can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.</span></p><p></p><p><span style="font-family: 'Times New Roman'"> —Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry, or by class.</span></p><p></p><p><span style="font-family: 'Times New Roman'"> —Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor; Kindred are proficient in any armor they knew how to use in life (or they learned how to use after death), as defined by their classes.</span></p><p></p><p><span style="font-family: 'Times New Roman'"> —Undead do not breathe, eat, or sleep.</span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Hit Dice:</strong> Increase all current and future Hit Dice to d12s.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Speed: </strong>Same as the base creature. If the base creature has a swim speed, the Kindred retains the ability to swim.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Armor Class: </strong>remains unchanged.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Attack:</strong> A Kindred retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one and a bite attack with his fangs. If the base creature can use weapons, the Kindred retains this ability. A creature with natural weapons retains those natural weapons. A Kindred fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A Kindred armed with a weapon uses its slam or a weapon, as it desires.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Full Attack:</strong> A Kindred fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Damage:</strong> Kindreds have slam attacks and bite attacks. The slam attack works normally, but does not allow the Kindred to bypass Damage Reduction from other Kindred or other supernatural creatures. Bite attacks, however, allow the Kindred to bypass such DR, but the kindred must make a successful grapple check and pin his foe before he makes a bite attack. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> If the base creature does not have these attack forms, use the appropriate damage value from the table below according to the Kindred’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> Both attacks add the Kindred’s STR modifier to damage. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> Slam Attack damage: Fine size (1), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), Colossal (4d6)</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> Bite Attack damage: Fine size (0), Diminutive (1), Tiny (1d2), Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), Colossal (2d8)</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Special Attacks:</strong> A Kindred retains all the special attacks of the base creature and gains those described below. </span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> <em>The Kiss (Ex):</em> The Kindred can suck blood from a living being (or another vampire) with his fangs by making a successful grapple check. If is pins the foe, it may suck its blood or make a normal bite attack (Kindred’s choose). </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> Draining blood (“The Kiss”) allows the Kindred to suck 1d4 Blood Points each round the pin is maintained; the victim of this attack will not try to defend itself after the Kindred starts sucking, unless it rolls a successful Will save (DC 20). Other Kindred are immune to this effect; used against other Kindred, this attack sucks blood points directly to their blood point reserve. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> Against mortals, The Kiss drains the mortal’s blood – each blood point lost also deals 1 point of temporary Constitution damage. A human has a number of BP equal to their Constitution. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> NOTE: in VtM, a human has 10 BP, regardless of Stamina. In D20, however, we must use this simplification (Blood Point equals Constitution). The change is not great – almost 80% of the population has Constitution between 10 and 11 anyway. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> Bite attacks deal damage based on the Kindred’s size (see above) and bypass supernatural Damage Reduction from other Kindred and most supernatural creatures. </span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> <em>Disciplines (Su):</em> Disciplines are supernatural powers a Kindred develops. A Kindred receives 5 Discipline Points when </span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong>Special Qualities:</strong> A Kindred retains all the special qualities of the base creature and gains those described below.</span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> <em>Damage Reduction (Ex):</em> A Kindred has Damage Reduction 10/supernatural. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> “Supernatural” is a new kind of damage reduction; it is similar to “magic”, and is bypassed by any attack that would bypass a “magic” damage reduction. A Kindred natural weapons – claws and fangs, but not slam attacks – are also counted as magic/supernatural weapons for purposes of bypassing another Kindred’s or another creature’s DR. </span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><em> </em><em><strong>Regeneration (Ex):</strong></em> The Kindred is difficult to kill. Damage dealt to the Kindred is treated as nonlethal damage. every damage suffered by a kindred is non lethal damage, except "aggravated" damage (fire, acid, sunlight and magical attacks). </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> The kindred must spend blood points to activate his regeneration - each BP heals a number of nonlethal damage equal to the vampire's level. So, a 9th-level character can spend one BP to heal 9 HP of non-lethal damage (of course, if the character can spend more BPs, he may heal faster). </span></span></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> So, a 9th-level character spending 3 BP would heal 27 nonlethal damage in this turn. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> Spending BP to heal is an attack action. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'">Aggravated Damage Regeneration (Ext): kindred may heal real damage spending BPs, but the regeneration level is reduced: </span></span></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> LVL 1-4: 1 BP heals 1 HP</span></span></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> LVL 5-8: 1 BP heals 2 HP</span></span></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> LVL 9-12: 1 BP heals 3 HP</span></span></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> LVL 13-16: 1 BP heals 4 HP</span></span></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> LVL 17-20: 1 BP heals 5 HP and so on. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"></span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> When the kindred heals regular damage, he also heals an equal amount of nonlethal damage. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> Example: Deric is a 2nd-level kindred with 19 HP. He takes 6 points of fire damage (now his current HP is 13). He then takes 10 points of bashing damage from a shot. Now he has 13 HP and has taken 10 HP of bashing damage. He then spends 2 BP to heal; he regains 2 HP of lethal and bashing damage. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> When nonlethal damage is equal or greater than the character's current HP, he is unconscious and helpless - the only action he may take is spend BP to heal. He must also roll a Fortitude save (DC equal to the amount of bashing damage above the current HP). If he fails, he is in torpor; if he succeds, he may spend BP to heal. He rises again when bashing damage is equal or less than current HP. </span></span></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> Example: Deric has 13 HP and has taken 10 bashing damage. He then takes another 9 damage from a nonlethal attack - now he has 13 HP and has taken 19 bashing damage. Since his bashing damage is greater than his current HP, he is down and must save to resit torpor (Fort DC equal to bashing damage greater than current HP, in this case, DC 6). Deric passes the save, but hisattacker strikes him again (dealing another 10 points of damage while he is still down). Deric must save again - note he has 13 HP and now the bashing damage total is 29, so the DC to resist torpor is 29-13 = 16.</span></span></p><p></p><p><span style="font-family: 'Times New Roman'"> Attack forms that don’t deal hit point damage ignore regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating Kindred can regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the Kindred’s descriptive text. Severed parts that are not reattached wither and die normally.</span></p><p></p><p><span style="font-family: 'Times New Roman'"> Usually, a creature must have a Constitution score to have the regeneration ability. Kindred are an exception to this rule, however, but they must spend BP to activate their Regeneration. </span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><em> Resistances (Ex): </em>A Kindred has resistance to cold 10 and electricity 10.</span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><em> Turn Resistance (Ex): </em>A Kindred has +4 turn resistance, if the turning ability his allowed in the scenario you’re playing. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Abilities:</strong> remains unchanged. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Skills:</strong> remains unchanged</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Feats: </strong>remains unchanged.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Environment:</strong> Any, usually same as base creature.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Organization:</strong> Any</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Challenge Rating:</strong> Same as the base creature +2.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Treasure: </strong>Double standard.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Alignment: </strong>Any; most Kindred struggle against the Beast within.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Advancement:</strong> By character class.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Level Adjustment:</strong> Same as the base creature +8.</span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'">Kindred Weaknesses</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'">For all their power, Kindred have a number of weaknesses. Described bellow are all the Kindred’s weaknesses; besides these, each Kindred will also have a unique weakness, defined by their Clan. Refer to the Clan Descriptions for Clan Weaknesses. </span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> <em>Decapitation (ex):</em> Kindred are vulnerable to decapitation, being destroyed outright if they loose their heads. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> To behead a vampire in a single blow, the attacker must threat a critical hit with a slashing weapon of size at least equal to the vampire’s size (e.g, a longsword if you’re attacking a medium-size vampire). If this happens, the vampire suffers a normal critical hit, losing his immunity to critical hits against this attack only (the attack, however, doesn’t ignore the Kindred’s Damage Reduction, if it doesn’t do so normally). </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> If all conditions are met and the Kindred suffer the critical hit, it must roll a Fortitude save (DC 15, +2 per every 10 points of damage). Failure means the vampire is reduced to 0 HP and beheaded, being destroyed. </span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> <em>Wood Stakes (Ex):</em> Wooden stakes and other similar weapons (javelins, arrows, spears, etc.) ignore a Kindred’s immunity to critical hits (but not its Damage Reduction). If the vampire suffers a critical hit from this kind of weapon, his heart is pierced by the weapon, and it must roll a Fortitude save (CD 15, +2 per every 10 points of damage). Failure means the vampire is immobilized for as long as the weapon is kept at the Kindred’s heart. </span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> <em>Fire (Ex):</em> Kindred are vulnerable to fire. Fire attacks bypass the Kindred’s Damage Reduction (as any other energy attack, for that matter) and bestow this ability to any fire-enhanced attack (a flaming or searing hot sword, a torch, etc.), as the GM sees fit. Against such attacks, the vampire also looses his immunity against critical hits. </span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> <em>Frenzy (Ex):</em> Kindred may succumb to a state of animalistic instincts called Frenzy. To avoid it, the Kindred must roll a Will save. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> DC 5 to scent or vision of blood when hungry; DC 10 when feel the taste of blood when hungry or when suffer physical provocation; CD 15 when the Kindred has a beloved one threaten; DC 20 when suffering intensive humiliation. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> Failure in the Will save means the Kindred frenzies. In this state, he is under GM’s control; it gain +4 STR, +2 morale bonus to Fortitude and Will saves and -2 penalty do Defense/Armor Class (as appropriate). A Frenzy lasts for as long as the GM sees fit, but usually no longer than the scene or encounter. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> The Kindred may suffer Degeneration for actions he takes during a frenzy. </span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> <em>Sunlight (Ex):</em> A Kindred takes damage each round, when exposed to sunlight. The damage is 1d6 (small exposure – hand or face), 3d6 (bigger exposure – arm, leg or head) or 5d6 (50% or more of body exposed). </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> If the exposure is indirect (the sun is covered by thick clouds, for example) the vampire may roll a Fortitude save (DC 20) to suffer half damage. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> Sun damage is real damage, and healed accordingly. </span></span></p><p></p><p> </p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> <em>Rötschreck (Ex):</em> Kindred fear fire and sunlight. When threatened by these attacks, they must roll a Will save. The DC is set by the type of threat – DC 5 against a cigarette, DC 10 for a torch or fireplace, DC 15 after being burn by that same torch, DC 20 to face sunlight or when inside a burning place. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> If the fire source is under the vampire’s control (if, for example, he is the one lighting the cigarette), the vampire gains a +5 morale bonus to his Will save. Kindred that have the Fortitude Discipline also gain a +1 morale bonus per level of the Discipline to this save, because they are less vulnerable to fire and sunlight than most other vampires. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> If the Will save fails, the vampire enters the state called Rötschreck, the Red Fear. The vampire will be frightened (drops whatever he is holding, and run away as fast as he can; if can’t run, is paralyzed by fear, can’t take any action and suffers a -2 penalty to Defense). If the vampire is successful in this save, he will be only <em>shaken</em> (-2 penalty to attack rolls, saves and skill tests). </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> The effects last for a whole encounter or scene, as the GM sees fit. </span></span></p><p></p><p> </p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Times New Roman'">Kindred Characters</span></span></strong></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"> Kindred are NOT always evil, but Degeneration (Humanity loss) causes characters of certain classes to lose some class abilities. In addition, certain classes (if they exist in your game) take additional penalties. Degeneration rules will be described on the next chapter. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Clerics (or Acolytes, from D20 Modern, if allowed):</strong> Kindred clerics lose their ability to turn undead but gain the ability to rebuke undead. A Kindred cleric or acolyte has access to two of the following domains: Destruction, Trickery plus any other two according to the Kindred’s allegiances or alignment.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Times New Roman'"><strong> Mages (from D20 Modern, if allowed), Sorcerers and Wizards:</strong> Kindred sorcerers and wizards retain their class abilities, but if a character has a familiar other than a rat or bat, the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be a rat or bat.</span></span></p><p></p><p> </p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: #000000">COMING UP: </span></span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: #000000">Generation, Gaining and Using Blood Points, Degeneration (Humanity Loss), Blood Bound and other general rules. </span></span></span></p></blockquote><p></p>
[QUOTE="Saraphmael, post: 2399400, member: 34073"] [b]Kidred D20[/b] [color=#000000][font=Times New Roman]Thank you Jester! [/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman]I’m thinking about starting a new thread about Kindred D20. What do you guys think? I could, maybe, post Kindred D20 chapter by chapter there… [/font][/color] [font=Times New Roman][color=#000000]Add to your MSN or send an e-mail so you can receive first hand the complete material and, of course, make your own contribution to our work, if you wish to: [/color][/font][email="saraphmael@hotmail.com"][font=Times New Roman][color=#0000ff]saraphmael@hotmail.com[/color][/font][/email][color=#000000][font=Times New Roman] [/font][/color] [color=#000000][font=Times New Roman]Also, mail us if you have any doubts about the rules bellow. [/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman]This is from Chapter One of Kindred D20, as we call it: [/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman]KINDRED D20[/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman]Since VtM vampires are far different from “regular” D20 vampires, we are going to call this new type of undead “Kindred” instead of “Vampire”. Forget everything you’ve read about D20 vampires before using Kindred in your game. [/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [font=Times New Roman][size=3][color=#000000]CREATING A KINDRED[/color][/size][/font] [color=#000000][font=Times New Roman] “Kindred” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature); in scenarios where monstrous humanoids doesn’t exist, only ignore the rules.[/font][/color] [color=#000000][font=Times New Roman] A Kindred is created by a ritual called The Embrace; the creator vampire (called “Sire”) first takes all of his chosen’s (called “Neonate”) blood, and replaces it with a little bit of his own, thus creating the new vampire.[/font][/color] [color=#000000][font=Times New Roman] A Kindred uses all the base creature’s statistics and special abilities except as noted here.[/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman][b] Size and Type: [/b]The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.[/font][/color] [font=Times New Roman][b][color=windowtext] Undead Type:[/color][/b][color=windowtext] Undead are once-living creatures animated by spiritual or supernatural forces.[/color][/font] [font=Times New Roman][i][color=windowtext] Features: [/color][/i][color=windowtext]An undead creature has the following features.[/color][/font] [color=windowtext][font=Times New Roman] —12-sided Hit Dice.[/font][/color] [color=windowtext][font=Times New Roman] —Base attack bonus equal to 1/2 total Hit Dice (as wizard) or per class.[/font][/color] [color=windowtext][font=Times New Roman] —Good Will saves or per class.[/font][/color] [color=windowtext][font=Times New Roman] —Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score; if the undead has a class, use the class’ values instead. [/font][/color] [font=Times New Roman][i][color=windowtext] Traits: [/color][/i][color=windowtext]An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).[/color][/font] [color=windowtext][font=Times New Roman] —No Constitution score.[/font][/color] [color=windowtext][font=Times New Roman] —Darkvision out to 60 feet.[/font][/color] [color=windowtext][font=Times New Roman] —Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Kindred, however, are still vulnerable to most Disciplines that use such effects (see Discipline Descriptions for details).[/font][/color] [color=windowtext][font=Times New Roman] —Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.[/font][/color] [color=windowtext][font=Times New Roman] —Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.[/font][/color] [color=windowtext][font=Times New Roman] —Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an [i]inflict [/i]spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score; Kindred may only heal damage by spending Blood Points to activate their Regeneration special quality (see bellow for details).[/font][/color] [color=windowtext][font=Times New Roman] —Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).[/font][/color] [color=windowtext][font=Times New Roman] —Uses its Charisma modifier for Concentration checks.[/font][/color] [color=windowtext][font=Times New Roman] —Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed; Kindred, however, are hard to reduce to 0 HP because most damage they take is considered bashing damage and may be regenerated.[/font][/color] [color=windowtext][font=Times New Roman] —Not affected by [i]raise dead [/i]and [i]reincarnate [/i]spells or abilities. [i]Resurrection [/i]and [i]true resurrection [/i]can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.[/font][/color] [color=windowtext][font=Times New Roman] —Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry, or by class.[/font][/color] [color=windowtext][font=Times New Roman] —Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor; Kindred are proficient in any armor they knew how to use in life (or they learned how to use after death), as defined by their classes.[/font][/color] [color=windowtext][font=Times New Roman] —Undead do not breathe, eat, or sleep.[/font][/color] [color=windowtext][font=Times New Roman] [/font][/color] [color=#000000][font=Times New Roman][b] Hit Dice:[/b] Increase all current and future Hit Dice to d12s.[/font][/color] [color=#000000][font=Times New Roman][b] Speed: [/b]Same as the base creature. If the base creature has a swim speed, the Kindred retains the ability to swim.[/font][/color] [color=#000000][font=Times New Roman][b] Armor Class: [/b]remains unchanged.[/font][/color] [color=#000000][font=Times New Roman][b] Attack:[/b] A Kindred retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one and a bite attack with his fangs. If the base creature can use weapons, the Kindred retains this ability. A creature with natural weapons retains those natural weapons. A Kindred fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A Kindred armed with a weapon uses its slam or a weapon, as it desires.[/font][/color] [color=#000000][font=Times New Roman][b] Full Attack:[/b] A Kindred fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack. [/font][/color] [color=#000000][font=Times New Roman][b] Damage:[/b] Kindreds have slam attacks and bite attacks. The slam attack works normally, but does not allow the Kindred to bypass Damage Reduction from other Kindred or other supernatural creatures. Bite attacks, however, allow the Kindred to bypass such DR, but the kindred must make a successful grapple check and pin his foe before he makes a bite attack. [/font][/color] [color=#000000][font=Times New Roman] If the base creature does not have these attack forms, use the appropriate damage value from the table below according to the Kindred’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better. [/font][/color] [color=#000000][font=Times New Roman] Both attacks add the Kindred’s STR modifier to damage. [/font][/color] [color=#000000][font=Times New Roman] Slam Attack damage: Fine size (1), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), Colossal (4d6)[/font][/color] [color=#000000][font=Times New Roman] Bite Attack damage: Fine size (0), Diminutive (1), Tiny (1d2), Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), Colossal (2d8)[/font][/color] [color=#000000][font=Times New Roman][b] Special Attacks:[/b] A Kindred retains all the special attacks of the base creature and gains those described below. [/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman] [i]The Kiss (Ex):[/i] The Kindred can suck blood from a living being (or another vampire) with his fangs by making a successful grapple check. If is pins the foe, it may suck its blood or make a normal bite attack (Kindred’s choose). [/font][/color] [color=#000000][font=Times New Roman] Draining blood (“The Kiss”) allows the Kindred to suck 1d4 Blood Points each round the pin is maintained; the victim of this attack will not try to defend itself after the Kindred starts sucking, unless it rolls a successful Will save (DC 20). Other Kindred are immune to this effect; used against other Kindred, this attack sucks blood points directly to their blood point reserve. [/font][/color] [color=#000000][font=Times New Roman] Against mortals, The Kiss drains the mortal’s blood – each blood point lost also deals 1 point of temporary Constitution damage. A human has a number of BP equal to their Constitution. [/font][/color] [color=#000000][font=Times New Roman] NOTE: in VtM, a human has 10 BP, regardless of Stamina. In D20, however, we must use this simplification (Blood Point equals Constitution). The change is not great – almost 80% of the population has Constitution between 10 and 11 anyway. [/font][/color] [color=#000000][font=Times New Roman] Bite attacks deal damage based on the Kindred’s size (see above) and bypass supernatural Damage Reduction from other Kindred and most supernatural creatures. [/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman] [i]Disciplines (Su):[/i] Disciplines are supernatural powers a Kindred develops. A Kindred receives 5 Discipline Points when [/font][/color] [b][font=Times New Roman][color=#000000] [/color][/font][/b] [color=#000000][font=Times New Roman][b]Special Qualities:[/b] A Kindred retains all the special qualities of the base creature and gains those described below.[/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman] [i]Damage Reduction (Ex):[/i] A Kindred has Damage Reduction 10/supernatural. [/font][/color] [color=#000000][font=Times New Roman] “Supernatural” is a new kind of damage reduction; it is similar to “magic”, and is bypassed by any attack that would bypass a “magic” damage reduction. A Kindred natural weapons – claws and fangs, but not slam attacks – are also counted as magic/supernatural weapons for purposes of bypassing another Kindred’s or another creature’s DR. [/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman][i] [/i][i][color=windowtext][b]Regeneration (Ex):[/b][/color][/i][b][color=windowtext] [/color][/b][color=windowtext]The Kindred is difficult to kill. Damage dealt to the Kindred is treated as nonlethal damage. [/color]every damage suffered by a kindred is non lethal damage, except "aggravated" damage (fire, acid, sunlight and magical attacks). [/font][/color] [color=#000000][font=Times New Roman] The kindred must spend blood points to activate his regeneration - each BP heals a number of nonlethal damage equal to the vampire's level. So, a 9th-level character can spend one BP to heal 9 HP of non-lethal damage (of course, if the character can spend more BPs, he may heal faster). So, a 9th-level character spending 3 BP would heal 27 nonlethal damage in this turn. [/font][/color] [color=#000000][font=Times New Roman] Spending BP to heal is an attack action. Aggravated Damage Regeneration (Ext): kindred may heal real damage spending BPs, but the regeneration level is reduced: [/font][/color] [color=#000000][font=Times New Roman] LVL 1-4: 1 BP heals 1 HP LVL 5-8: 1 BP heals 2 HP LVL 9-12: 1 BP heals 3 HP LVL 13-16: 1 BP heals 4 HP LVL 17-20: 1 BP heals 5 HP and so on. [/font][/color] [color=#000000][font=Times New Roman] When the kindred heals regular damage, he also heals an equal amount of nonlethal damage. Example: Deric is a 2nd-level kindred with 19 HP. He takes 6 points of fire damage (now his current HP is 13). He then takes 10 points of bashing damage from a shot. Now he has 13 HP and has taken 10 HP of bashing damage. He then spends 2 BP to heal; he regains 2 HP of lethal and bashing damage. When nonlethal damage is equal or greater than the character's current HP, he is unconscious and helpless - the only action he may take is spend BP to heal. He must also roll a Fortitude save (DC equal to the amount of bashing damage above the current HP). If he fails, he is in torpor; if he succeds, he may spend BP to heal. He rises again when bashing damage is equal or less than current HP. Example: Deric has 13 HP and has taken 10 bashing damage. He then takes another 9 damage from a nonlethal attack - now he has 13 HP and has taken 19 bashing damage. Since his bashing damage is greater than his current HP, he is down and must save to resit torpor (Fort DC equal to bashing damage greater than current HP, in this case, DC 6). Deric passes the save, but hisattacker strikes him again (dealing another 10 points of damage while he is still down). Deric must save again - note he has 13 HP and now the bashing damage total is 29, so the DC to resist torpor is 29-13 = 16.[color=windowtext][/color][/font][/color] [color=windowtext][font=Times New Roman] Attack forms that don’t deal hit point damage ignore regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating Kindred can regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the Kindred’s descriptive text. Severed parts that are not reattached wither and die normally.[/font][/color] [color=windowtext][font=Times New Roman] Usually, a creature must have a Constitution score to have the regeneration ability. Kindred are an exception to this rule, however, but they must spend BP to activate their Regeneration. [/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman][i] Resistances (Ex): [/i]A Kindred has resistance to cold 10 and electricity 10.[/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman][i] Turn Resistance (Ex): [/i]A Kindred has +4 turn resistance, if the turning ability his allowed in the scenario you’re playing. [/font][/color] [color=#000000][font=Times New Roman][b] Abilities:[/b] remains unchanged. [/font][/color] [color=#000000][font=Times New Roman][b] Skills:[/b] remains unchanged[/font][/color] [color=#000000][font=Times New Roman][b] Feats: [/b]remains unchanged.[/font][/color] [color=#000000][font=Times New Roman][b] Environment:[/b] Any, usually same as base creature.[/font][/color] [color=#000000][font=Times New Roman][b] Organization:[/b] Any[/font][/color] [color=#000000][font=Times New Roman][b] Challenge Rating:[/b] Same as the base creature +2.[/font][/color] [color=#000000][font=Times New Roman][b] Treasure: [/b]Double standard.[/font][/color] [color=#000000][font=Times New Roman][b] Alignment: [/b]Any; most Kindred struggle against the Beast within.[/font][/color] [color=#000000][font=Times New Roman][b] Advancement:[/b] By character class.[/font][/color] [color=#000000][font=Times New Roman][b] Level Adjustment:[/b] Same as the base creature +8.[/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman]Kindred Weaknesses[/font][/color] [color=#000000][font=Times New Roman]For all their power, Kindred have a number of weaknesses. Described bellow are all the Kindred’s weaknesses; besides these, each Kindred will also have a unique weakness, defined by their Clan. Refer to the Clan Descriptions for Clan Weaknesses. [/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman] [i]Decapitation (ex):[/i] Kindred are vulnerable to decapitation, being destroyed outright if they loose their heads. [/font][/color] [color=#000000][font=Times New Roman] To behead a vampire in a single blow, the attacker must threat a critical hit with a slashing weapon of size at least equal to the vampire’s size (e.g, a longsword if you’re attacking a medium-size vampire). If this happens, the vampire suffers a normal critical hit, losing his immunity to critical hits against this attack only (the attack, however, doesn’t ignore the Kindred’s Damage Reduction, if it doesn’t do so normally). [/font][/color] [color=#000000][font=Times New Roman] If all conditions are met and the Kindred suffer the critical hit, it must roll a Fortitude save (DC 15, +2 per every 10 points of damage). Failure means the vampire is reduced to 0 HP and beheaded, being destroyed. [/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman] [i]Wood Stakes (Ex):[/i] Wooden stakes and other similar weapons (javelins, arrows, spears, etc.) ignore a Kindred’s immunity to critical hits (but not its Damage Reduction). If the vampire suffers a critical hit from this kind of weapon, his heart is pierced by the weapon, and it must roll a Fortitude save (CD 15, +2 per every 10 points of damage). Failure means the vampire is immobilized for as long as the weapon is kept at the Kindred’s heart. [/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman] [i]Fire (Ex):[/i] Kindred are vulnerable to fire. Fire attacks bypass the Kindred’s Damage Reduction (as any other energy attack, for that matter) and bestow this ability to any fire-enhanced attack (a flaming or searing hot sword, a torch, etc.), as the GM sees fit. Against such attacks, the vampire also looses his immunity against critical hits. [/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman] [i]Frenzy (Ex):[/i] Kindred may succumb to a state of animalistic instincts called Frenzy. To avoid it, the Kindred must roll a Will save. [/font][/color] [color=#000000][font=Times New Roman] DC 5 to scent or vision of blood when hungry; DC 10 when feel the taste of blood when hungry or when suffer physical provocation; CD 15 when the Kindred has a beloved one threaten; DC 20 when suffering intensive humiliation. [/font][/color] [color=#000000][font=Times New Roman] Failure in the Will save means the Kindred frenzies. In this state, he is under GM’s control; it gain +4 STR, +2 morale bonus to Fortitude and Will saves and -2 penalty do Defense/Armor Class (as appropriate). A Frenzy lasts for as long as the GM sees fit, but usually no longer than the scene or encounter. [/font][/color] [color=#000000][font=Times New Roman] The Kindred may suffer Degeneration for actions he takes during a frenzy. [/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman] [i]Sunlight (Ex):[/i] A Kindred takes damage each round, when exposed to sunlight. The damage is 1d6 (small exposure – hand or face), 3d6 (bigger exposure – arm, leg or head) or 5d6 (50% or more of body exposed). [/font][/color] [color=#000000][font=Times New Roman] If the exposure is indirect (the sun is covered by thick clouds, for example) the vampire may roll a Fortitude save (DC 20) to suffer half damage. [/font][/color] [color=#000000][font=Times New Roman] Sun damage is real damage, and healed accordingly. [/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [color=#000000][font=Times New Roman] [i]Rötschreck (Ex):[/i] Kindred fear fire and sunlight. When threatened by these attacks, they must roll a Will save. The DC is set by the type of threat – DC 5 against a cigarette, DC 10 for a torch or fireplace, DC 15 after being burn by that same torch, DC 20 to face sunlight or when inside a burning place. [/font][/color] [color=#000000][font=Times New Roman] If the fire source is under the vampire’s control (if, for example, he is the one lighting the cigarette), the vampire gains a +5 morale bonus to his Will save. Kindred that have the Fortitude Discipline also gain a +1 morale bonus per level of the Discipline to this save, because they are less vulnerable to fire and sunlight than most other vampires. [/font][/color] [color=#000000][font=Times New Roman] If the Will save fails, the vampire enters the state called Rötschreck, the Red Fear. The vampire will be frightened (drops whatever he is holding, and run away as fast as he can; if can’t run, is paralyzed by fear, can’t take any action and suffers a -2 penalty to Defense). If the vampire is successful in this save, he will be only [i]shaken[/i] (-2 penalty to attack rolls, saves and skill tests). [/font][/color] [color=#000000][font=Times New Roman] The effects last for a whole encounter or scene, as the GM sees fit. [/font][/color] [font=Times New Roman][color=#000000] [/color][/font] [b][color=#000000][font=Times New Roman]Kindred Characters[/font][/color][/b] [color=#000000][font=Times New Roman] Kindred are NOT always evil, but Degeneration (Humanity loss) causes characters of certain classes to lose some class abilities. In addition, certain classes (if they exist in your game) take additional penalties. Degeneration rules will be described on the next chapter. [/font][/color] [color=#000000][font=Times New Roman][b] Clerics (or Acolytes, from D20 Modern, if allowed):[/b] Kindred clerics lose their ability to turn undead but gain the ability to rebuke undead. A Kindred cleric or acolyte has access to two of the following domains: Destruction, Trickery plus any other two according to the Kindred’s allegiances or alignment.[/font][/color] [color=#000000][font=Times New Roman][b] Mages (from D20 Modern, if allowed), Sorcerers and Wizards:[/b] Kindred sorcerers and wizards retain their class abilities, but if a character has a familiar other than a rat or bat, the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be a rat or bat.[/font][/color] [font=Times New Roman][size=3][color=#000000] [/color][/size][/font] [font=Times New Roman][size=3][color=#000000]COMING UP: [/color][/size][/font] [font=Times New Roman][size=3][color=#000000]Generation, Gaining and Using Blood Points, Degeneration (Humanity Loss), Blood Bound and other general rules. [/color][/size][/font] [/QUOTE]
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