Vampire
Professionally edited by Fiona Maeve Geist
1 pint of blood is about 600 calories—vampires feed 3-4 times daily to stay Satiated. Each feeding generates 1 Blood Point—infants generate 2 but immediately die.
Average total blood
Average total blood
F: 9 pints M: 12 pints
Hemorrhagic Shock due to blood loss of 20%:
F: 1.8 pints M: 2.4 Pints
Loss of consciousness due to blood loss of 40%:
F: 3.6 pints M: 4.8 pints
Heart failure due to blood loss of 50%:
F: 4.5 pints M: 6 pints
Blood Points act as Magic Dice (1d4) and have no cap but reset to 0 exiting your coffin. If you’re Satiated without blood points, you may convert your last three feedings into blood points.
Satiated: ate three meals.
Hungry: ate >3 meals.
Satiation or Hunger changes vampires physiologically, bodies adapting to their lack or excess of food—which determines your vampire C and D templates and powers.
For standard GLOG templates: level up vampires normally, keeping separate character sheets (Hungry and Satiated).
For standard GLOG templates: level up vampires normally, keeping separate character sheets (Hungry and Satiated).
For the optional timeline rule, start with templates A and B, gain C and D powers at the noted time intervals.
For point buy, start with Vampiric Feed and Preternatural senses as well as Sunlight Sensitivity, Forbiddance, and Cold Blood Consumption. Gain 2 points/template to spend on abilities, take additional weaknesses to gain more points.
I can’t make images work, so I’ll do the Hunger Satiation “timeline” as a chart.
I can’t make images work, so I’ll do the Hunger Satiation “timeline” as a chart.
All Vampires
A: Vampiric Feeding, Preternatural Senses, Preternatural Physicality
B: Vampiric Demesne, Immortality, Regeneration
Satiated
C Hypnotic Gaze, Turn to Mist
D Control Weather, Dominion Over Low Beasts
Hungry
C Preternatural Speed, Hands as Claws
D Eternal Night, Vampire Lord
Each active vampire ability may be used [Templates] per day in your Demesne and once daily elsewhere without spending a Blood Point.
Vampiric Feeding, 0
You have no need for traditional sustenance and nourish yourself on blood—3-4 pints daily depending on size, sex and activity level. You can’t starve to death, but eating less often makes you more monstrous; feeding generates 1 Blood Point.
Preternatural Senses, 0
Unnaturally acute senses related to feeding, you can hear, smell, and taste sentient blood within [Templates] x 10’.
Preternatural Physicality, 1
A prime physical specimen, exceptional in every way—increase Strength, Dexterity, and Constitution to 16 and +1 unarmored AC.
Vampiric Demesne, 2
You have a stronghold constructed to your specifications. For now, modest but the longer you live the more elaborate it may become. Your stronghold houses your coffin, your seat of power and safe location. While inadvisable, you can summon your stronghold to your physical location with 10 minutes of concentration. Similarly concentrating on any closed door makes it open into your stronghold.
Immortality, 2
You won’t die of old age and, while your mortal body is conventionally destructible, you reconstitute in your coffin in 1d4 days unless staked through your heart, beheaded, burnt and your ashes scattered over water.
Regeneration, 1
While resilient to attacks, you may still be physically damaged—gored, maimed, mutilated, blinded, limbs may be amputated and bones shattered—but you persevere; provided fresh blood, you heal from any damage short of the true death by staking. Spend 1 blood point to heal 1d4 HP.
Hypnotic Gaze, 1
When meeting your targets eyes, treat them as effected by a 1MD Charm spell. If your target is intelligent and able to hear your voice, you may use a similar effect but the target gets a save.
Turn to Mist/Bats, 1
Escaping a dangerous situation or slipping through a tight space, you explode into a swarm of bats or melt into a dense mist. You cannot be damaged as mist but can be as bats. Treat this ability as a 1MD spell where the effect lasts for [Sum] minutes.
Control Weather, 1
You can dredge up an obscuring mist, summon a torrent of rain or snow and all manner of other localized weather effects; effecting [Dice] square miles for [Sum] minutes. Usable twice daily (1MD effect) or once as a 2MD effect.
Dominion Over Low Beasts, 1
Natural affinity for low animals—vermin, scavengers, etc. You can Speak with Beasts and Dominate Beasts.
Preternatural Speed, 3
Double your base speed and gain an additional attack per turn.
Hands as Claws, 1
Your hands enlarge to grotesque proportions and sprout vicious claws from beneath your fingernails—attack for 1d8 damage.
Eternal Night, 2
Where you go, the sun cannot follow. You may shroud 1mi2 in total darkness at will once daily for one minute without expending a blood point—extending the duration or reach expends blood points for an additional [Dice] miles and [Sum] minutes.
Vampire Lord, 4
Increase Strength, Dexterity and Constitution to 18 and +1 unarmored AC. Monstrous wings emerge granting you a fly speed equal to your unmodified base speed.
Possession, 2
Take control of a victim's mind, body and arcane arts.
Raise Dead, 2
Raise your victims to fight for you. You must be present at, or have remains in your Demesne to raise them.
Animate Gargoyle, 2
You may animate the stone guardians adorning your Desmne as long as you’re on the same plane and you may animate Gargoyles on other properties while present.
Weaknesses
Weaknesses
Burn in sunlight, all rolls made with 1 bane (-1d6) in indirect sunlight, 0
Must be invited inside, 0
Consuming cold blood causes violent stomach cramps and vomiting for 1d4 days, save 1/hour, 0
Can’t cross running water, -1
Must count small thrown objects, -1
Weakness to silver, -1
Save or be paralyzed for 1d4 turns at the crow of a cock, -1
Cannot interrupt nursery rhymes, -1
Regeneration:
R: 0 T: Self D:0
Expend 1 blood point to heal for 1d4 HP
Hypnotic Gaze
R: 20' T: 1 creature D: [Sum] turns
Target regards you as a friend and cannot imagine taking a hostile action against you for the duration.
Turn to Mist/Bats
R: 0 T: Self D: [Sum] minutes
You burst into a swarm of bats or dissolve into a dense mist. You cannot be harmed as mist and can travel freely anywhere air can flow.
Bat Swarm
HD: 1 (6 HP)
Armour: Unarmored
Move: Base
Morale: Player Controlled
Damage: 1d2
Control Weather
R: [Dice] miles T: Self D: [Sum] minutes
Command the weather in a general manner, such as summoning powerful wind, covering the sky in clouds, or causing a downpour. Limited by what is appropriate in this location and in this season.
The weather will be horrible in the affected locale [sum] hours after the effect ends.
Speak with Beast
R: 30'; T: All in Range D: [Sum] minutes
The targets become NPCs that you can talk with. They'll be willing to talk, honest and helpful for fear of you.
Command Beast
R: 30’ T: [Dice] creatures D: [Dice] Turns/Minutes/Hours/Days for 1-4 MD
Issue a command of up to [Sum] words. The targets try to obey it to the best of their ability.
Possession
R:20’ T: 1 creature D: [Dice] Seconds/Turns/Minutes/Hours for 1-4 MD
Target saves with a [Dice] penalty, if they fail, you take complete control of their body, mind, and any magic that isn’t from a deity or patron.
Raise Skeleton
R:30’ T: [Dice] Bipeds you’ve killed within range. D: [Dice] Turns/Minutes/Hours/Day
Skeleton
HD: 1 (8 HP)
Armour: Unarmored
Move: Base
Morale: Player Controlled
Damage: 1d6
Animate Gargoyle
R:30’ T: 1 Gargoyle D: [Sum] Minutes
Abomination
HD: 1 per 1000 SP spent on construction
Armor: Unarmored/Leather/Chain/Plate for 1-4k SP spent on construction
Move: Base
Morale: Player Controlled
Damage: 1d4/6/8/10 for 1-4k SP spent on construction
Some spells adapted from these pages
https://buildingsarepeople.blogspot.com/2018/10/bx-spells-adapted-for-low-magic-glog.html
And werewolves coming next if Crown Captain Shoe Skogen quits weaseling around.
And werewolves coming next if Crown Captain Shoe Skogen quits weaseling around.
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