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Why Vampires Suck in 3.X, and How 4e Can Fix Them
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<blockquote data-quote="ruemere" data-source="post: 3873751" data-attributes="member: 5515"><p>Vampires, the opponents, need not be playable, however, it should be possible for a player character to be turned into vampire so that the player could "deal with it", as one of my predecessors remarked.</p><p></p><p>The change itself has to be a harrowing experience for the character. The price one pays for leaving their old self behind must be apparent and subsequently, it must produce a valid reason for any sane sentient being not to pursue the dark destiny.</p><p></p><p>The changes imposed upon a party member are not limited to several cool/uncool features and new diet. The known and liked Bob the Fighter would exhibit symptoms of turning into Bob the Alien, going from someone you know, through someone you distrust, to someone who is expected to be put down for the sake of others (yes, I oversimplify things right now).</p><p></p><p>In game, these changes could be represented by accruing new abilities, new limitations and, most importantly, new personality traits and behaviours. </p><p></p><p>What follows below, is an example of the way I would handle such issue (typical opponents first, then more on vampire habits):</p><p></p><p></p><p>VAMPIRE OPPONENTS</p><p></p><p></p><p><strong>Vampiric Zombie</strong> aka The Walking Dead produced by infusing corpses with vampiric blood</p><p>- typical zombie with a desire and ability to feed on blood of living beings (feeding produces healing effect)</p><p>- vampire acts as zombie's controller</p><p>- no vampiric weaknesses except sunlight makes them inert</p><p>- zero personality, shamble around or lie inert or chase prey</p><p></p><p></p><p><strong>Vampiric Minion</strong> aka Vampiric Cannon Fodder</p><p>- basic level vampiric physical powers (strength, speed and durability)</p><p>- zero vampiric mind powers</p><p>- weapons exploiting vampiric weaknesses (sunlight, stake, holy symbols) kill or incapacitate immediately - extremely vulnerable</p><p>- personality: totally subservient to their masters, bloodlust, "me needs to feed"</p><p>- this particular career option is open only to non-heroic low-level characters</p><p></p><p><strong>Vampire Youngling</strong> aka Freshly turned vampire</p><p>- medium level vampiric physical powers (strength, speed and durability)</p><p>- weak vampire mind powers (no dominate, merely lure their prospective targets closer)</p><p>- weapons exploiting vampiric weaknesses (sunlight, stake, holy symbols) incapacitate immediately or weaken to the point of eliminating physical threat</p><p>- personality: totally subservient to their masters, bloodlust, when totally sated, may even talk and plan strategy</p><p>- unlucky heroic characters or at least medium level non-heroic characters</p><p></p><p><strong>Vampire True</strong> - a vampire with fully realized potential</p><p>- high level vampiric physical powers (strength, speed and durability)</p><p>- medium level vampire mind powers (easily makes friends, may subtly influence actions of other individuals, through prolonged exposure to mind influences selected targets may become fanatically loyal thralls)</p><p>- weapons exploiting vampiric weaknesses (sunlight, stake, holy symbols) either weaken to the point of eliminating physical threat or hold at bay</p><p>- personality: sentience underlaid with hunger, easily loses control in presence of feeding material, most actions are directed toward securing territory, feeding grounds and controlling other beings</p><p>- characters who came to terms with their vampiric natures</p><p></p><p><strong>Vampire Lord</strong> - an aged vampire with unique qualities</p><p>- legendary or epic level vampiric physical powers (strength, speed and durability)</p><p>- high level vampire mind powers (may influence groups, may influence actions of indiviuals over medium distances, may form mind bonds with selected thralls)</p><p>- weapons exploiting vampiric weaknesses (sunlight, stake, holy symbols) either block direct mind powers or significantly weaken or hold at bay or force the vampire to leave</p><p>- personality: refined, bloodlust evolved to greed or hunger for power, much colder, calculating, often carefully cultivates retinues of unique servants</p><p>- unique abilities developed by evolving and enhancing typical vampire powers</p><p></p><p></p><p>VAMPIRE FEEDING </p><p></p><p>Vampire feeding... well, I consider VtM the most sensible source on feeding, since it allows the vampire to become quite social creatures while retaining hazards, benefits and rituals tied to this activity.</p><p></p><p>In essence, one does not become a vampire from being bitten (the issues of overpopulation or massive killing sprees are pretty obvious here), however the victim would experience temporary weakening (no, no level loss, it's too deadly and difficult to regain) in exchange of addictive feeling of pleasure.</p><p></p><p>The feeding must be performed regularly, so that vampire does not become a inert (not dead/dead, but undead inert body).</p><p></p><p>The feeding may often turn violent (especially in case of younger or weaker or hungrier vampires) and lead to victim's demise. Especially tasty potential victims (picture scantily clad maidens here) increase chance of emotional instability, easily induce hunger (sometimes thinly disguised as romantic interest).</p><p></p><p></p><p>BECOMING A VAMPIRE</p><p></p><p>Becoming a vampire may involve one of several possibilities. Feeding vampiric blood to a healthy subject over the course of several nights/weeks, feeding vampiric blood to recently deceased (someone who died minutes ago would become Vampiric Youngling, hours - Vampiric Minion, days - Vampiric Zombie), using a cursed ritual or dying and being buried in unhallowed ground.</p><p></p><p></p><p>BECOMING A VAMPIRE - FALLEN HEROES</p><p></p><p>Character becomes a junkie. A dangerous junkie with a weapon. The urge to feed escalates, while the weaknesses appear. When prohibited from feeding, the character immediately turns violent.</p><p>Strong-willed characters (and heroic characters) can delay onset of the changes.</p><p></p><p>After the first feeding, subtle allegiance/alignment changes should begin to manifest along with first powers. After several feedings, the character's physical evolution begins. </p><p></p><p>The urge to feed strikes at random, however, the probability of this is greatly increased when the vampire is not alone. The more, the merrier - right? </p><p></p><p>Finally, the paranoia. Hard to dictate the roleplaying, but the vampire's fate is to slowly begin to be suspicious of all excepts thralls and minions.</p><p></p><p></p><p>VAMPIRE PCS AS COMBAT MONSTERS</p><p></p><p>Readily respond to any combat challenge, flee when dropped to <strong>bloodied</strong> state, enter blood frenzy when cornered/panicked in <strong>bloodied</strong> state.</p><p></p><p>That would make for a strong, unreliable fighter posing a significant threat when panicked.</p><p></p><p>During blood frenzy, the vampire will attempt to feed as much as possible (strike to incapacitate, grab a victim and flee feeding, then return for more), physical attributes are significantly increased. Of course, this combat feeding heals wounds immediately and produces a reserve of spare hitpoints.</p><p></p><p></p><p>Regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 3873751, member: 5515"] Vampires, the opponents, need not be playable, however, it should be possible for a player character to be turned into vampire so that the player could "deal with it", as one of my predecessors remarked. The change itself has to be a harrowing experience for the character. The price one pays for leaving their old self behind must be apparent and subsequently, it must produce a valid reason for any sane sentient being not to pursue the dark destiny. The changes imposed upon a party member are not limited to several cool/uncool features and new diet. The known and liked Bob the Fighter would exhibit symptoms of turning into Bob the Alien, going from someone you know, through someone you distrust, to someone who is expected to be put down for the sake of others (yes, I oversimplify things right now). In game, these changes could be represented by accruing new abilities, new limitations and, most importantly, new personality traits and behaviours. What follows below, is an example of the way I would handle such issue (typical opponents first, then more on vampire habits): VAMPIRE OPPONENTS [b]Vampiric Zombie[/b] aka The Walking Dead produced by infusing corpses with vampiric blood - typical zombie with a desire and ability to feed on blood of living beings (feeding produces healing effect) - vampire acts as zombie's controller - no vampiric weaknesses except sunlight makes them inert - zero personality, shamble around or lie inert or chase prey [b]Vampiric Minion[/b] aka Vampiric Cannon Fodder - basic level vampiric physical powers (strength, speed and durability) - zero vampiric mind powers - weapons exploiting vampiric weaknesses (sunlight, stake, holy symbols) kill or incapacitate immediately - extremely vulnerable - personality: totally subservient to their masters, bloodlust, "me needs to feed" - this particular career option is open only to non-heroic low-level characters [b]Vampire Youngling[/b] aka Freshly turned vampire - medium level vampiric physical powers (strength, speed and durability) - weak vampire mind powers (no dominate, merely lure their prospective targets closer) - weapons exploiting vampiric weaknesses (sunlight, stake, holy symbols) incapacitate immediately or weaken to the point of eliminating physical threat - personality: totally subservient to their masters, bloodlust, when totally sated, may even talk and plan strategy - unlucky heroic characters or at least medium level non-heroic characters [b]Vampire True[/b] - a vampire with fully realized potential - high level vampiric physical powers (strength, speed and durability) - medium level vampire mind powers (easily makes friends, may subtly influence actions of other individuals, through prolonged exposure to mind influences selected targets may become fanatically loyal thralls) - weapons exploiting vampiric weaknesses (sunlight, stake, holy symbols) either weaken to the point of eliminating physical threat or hold at bay - personality: sentience underlaid with hunger, easily loses control in presence of feeding material, most actions are directed toward securing territory, feeding grounds and controlling other beings - characters who came to terms with their vampiric natures [b]Vampire Lord[/b] - an aged vampire with unique qualities - legendary or epic level vampiric physical powers (strength, speed and durability) - high level vampire mind powers (may influence groups, may influence actions of indiviuals over medium distances, may form mind bonds with selected thralls) - weapons exploiting vampiric weaknesses (sunlight, stake, holy symbols) either block direct mind powers or significantly weaken or hold at bay or force the vampire to leave - personality: refined, bloodlust evolved to greed or hunger for power, much colder, calculating, often carefully cultivates retinues of unique servants - unique abilities developed by evolving and enhancing typical vampire powers VAMPIRE FEEDING Vampire feeding... well, I consider VtM the most sensible source on feeding, since it allows the vampire to become quite social creatures while retaining hazards, benefits and rituals tied to this activity. In essence, one does not become a vampire from being bitten (the issues of overpopulation or massive killing sprees are pretty obvious here), however the victim would experience temporary weakening (no, no level loss, it's too deadly and difficult to regain) in exchange of addictive feeling of pleasure. The feeding must be performed regularly, so that vampire does not become a inert (not dead/dead, but undead inert body). The feeding may often turn violent (especially in case of younger or weaker or hungrier vampires) and lead to victim's demise. Especially tasty potential victims (picture scantily clad maidens here) increase chance of emotional instability, easily induce hunger (sometimes thinly disguised as romantic interest). BECOMING A VAMPIRE Becoming a vampire may involve one of several possibilities. Feeding vampiric blood to a healthy subject over the course of several nights/weeks, feeding vampiric blood to recently deceased (someone who died minutes ago would become Vampiric Youngling, hours - Vampiric Minion, days - Vampiric Zombie), using a cursed ritual or dying and being buried in unhallowed ground. BECOMING A VAMPIRE - FALLEN HEROES Character becomes a junkie. A dangerous junkie with a weapon. The urge to feed escalates, while the weaknesses appear. When prohibited from feeding, the character immediately turns violent. Strong-willed characters (and heroic characters) can delay onset of the changes. After the first feeding, subtle allegiance/alignment changes should begin to manifest along with first powers. After several feedings, the character's physical evolution begins. The urge to feed strikes at random, however, the probability of this is greatly increased when the vampire is not alone. The more, the merrier - right? Finally, the paranoia. Hard to dictate the roleplaying, but the vampire's fate is to slowly begin to be suspicious of all excepts thralls and minions. VAMPIRE PCS AS COMBAT MONSTERS Readily respond to any combat challenge, flee when dropped to [b]bloodied[/b] state, enter blood frenzy when cornered/panicked in [b]bloodied[/b] state. That would make for a strong, unreliable fighter posing a significant threat when panicked. During blood frenzy, the vampire will attempt to feed as much as possible (strike to incapacitate, grab a victim and flee feeding, then return for more), physical attributes are significantly increased. Of course, this combat feeding heals wounds immediately and produces a reserve of spare hitpoints. Regards, Ruemere [/QUOTE]
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