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BW PDF - Midnight Campaign

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VampireVAMPIRE Abilities COST: 20Type Inhuman attributes IncompatibilitiesCurse Strength, Agility Curses, Divine RacesInnate Racial AbilitiesBlood Bank: The Vampire must feed off of mortal blood to survive. They have a‘blood bank,’ of points representing how much they have consumed. These pointscannot go higher than 10, and is used to power the Vampire’s abilities.Feeding: The Vampire has pronounced fangs, used to feed on a victim’s blood. Thisis a relatively slow process, and cannot be effectively done in combat. Feeding onan animal gives 5 blood points, while a humanoid being gives them 10. They neednot kill their victim, but may not feed from the same victim for at least 24 hours.The victim is nauseous afterward, reducing their skill dice by two steps for one hour.Unwilling victims will fight back.Regeneration: As a fast action, they may spend 1 blood point to trigger aregeneration, healing 20 damage.Immortal Dead: The Vampire is granted a form of immortality. They do not agepast the time when they were turned, and some will actually regress some overthe centuries. Every week, however, their blood bank goes down by 1. If their bloodbank is at 0 for more than a week, they will begin to starve, aging very rapidly. Inone month’s time, they will become comatose.Light Sensitivity: Every full round they spend exposed to sunlight they take 10damage. This cannot be stopped by simple fabric, but must be stopped by the wallsof a building, a thick box, or otherwise enclosed structure. Vampires are able to seein natural darkness as easily as they can in daylight.Fragile Dead: Reduce the Vampire’s death and unconsciousness limits by 10.When a Vampire’s damage is greater than their death limit, they do not die, butare disabled. They are completely comatose, and require some form of necromantichealing, or to be fed blood so that they can regenerate. To truly kill a Vampirerequires cutting off its head, incinerating it entirely, or staking it to the groundthrough its heart. Healing magics harm a Vampire. The Vampire may not walk onholy ground, such as a churchyard or a dedicated cemetery, without suffering2 feedback per round. This also applies of they are within 2 meters of holy symbols.Advanced Abilities COST: 2TIER1234Advanced AbilitiesVampiric Fangs and Claws: If a vampire has at least 1 blood point,they may grow sharp claws and longer fangs. These have a range of 1,equipment bonus of +1, dealing 1d6 damage with a crit value of 3/6and a speed of very fast. They may not parry. Fangs may only be usedwhile grappling. They appear and disappear as an instant action.Blood Leap: If the Vampire has at least 3 blood points, The Vampire mayspend 1 as a very slow action to hurl themselves 10 meters through the air.They may make an attack at the end of this movement.Wall Crawl: If they have at least 5 blood points, the Vampire may climbacross normal walls and ceilings without a climb check.Hypnotism: If the Vampire has at least 7 blood points, they can mesmerizetheir victim. When speaking calmly with a sentient victim with whom theyhave at least a good first impression, they can make an opposed Autonomycheck to put them under a mesmer. Once hypnotized, they may beginfeeding on them, at which point the opponent gets another Autonomycheck to resist. The hypnotism will break if the target is about to be fed onto the point of death.“Humans are so much more than just food.They’re food, sport, company and entertainment,all rolled up into one convenient, bite-sized package.”Contagion: If an individual is killed by the vampire’s feeding, they may be infected.While most do not survive this transition, some become a Vampire themselves. Thischoice is ultimately up to the storyteller and the player to decide what is best forthat particular character.The Vampire is a cold, pale imitation of human life.Their skin is ashen and cold to the touch, and theyare often thinner than appears healthy. Vampires areimmortal predators, and feed on mortal bloodto survive. As such, they frequently gain anelitist attitude toward mortals, and oftenseclude themselves away from civilization.Vampires are soulless undead, and sospend much of their time avoidingthe feeling of death. Many do thisthrough opulent living andhedonistic pleasure-seeking.Others do this throughviolence, bringingmisery to others.86

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