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Liber Vampyr

Liber Vampyr - Necromancers of the Northwest

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additional -2 (to a maximum penalty of -8 for starving feral<br />

vampires).<br />

Intimidate<br />

Instead of using Diplomacy to convince a character<br />

to allow him to feed on her, a vampire can attempt to use<br />

Intimidate to cow the living into serving as cattle, instead.<br />

This functions identically to using Diplomacy to convince<br />

a character to allow you to feed on her, with the following<br />

exceptions.<br />

For the purposes of this check, the DC is calculated<br />

somewhat differently. First, the base DC of the Intimidate<br />

check depends on the relative power of the vampire and the<br />

character, and not on how the character actually feels about<br />

the vampire. Additionally, the target’s Wisdom modifier,<br />

rather than Charisma modifier, determines their ability to<br />

resist the attempt at persuasion. The DC of the Intimidate<br />

check to convince a creature to allow a vampire to feed on<br />

them is equal to the base DC based on the difference in<br />

power between the vampire and the target + the modifier<br />

for requesting to feed on the character (typically +20) + the<br />

character’s Wisdom modifier. In order to determine the base<br />

DC based on the difference in power between the vampire<br />

and the target, see Table 2-2: Feeding Intimidate DCs.<br />

Table 2‐2: Feeding Intimidate DCs<br />

Vampire is…<br />

Base DC<br />

…4 or more CRs below the target 25<br />

…1‐3 CRs below the target 20<br />

…the same CR as the target 15<br />

…1‐3 CRs above the target 10<br />

…4 or more CRs above the target 0<br />

Additionally, characters that are persuaded in this<br />

fashion will generally allow the vampire to inflict an amount<br />

of Constitution damage equal to 3/4 her Constitution score<br />

before she attempts to end the feeding forcibly. Because the<br />

experience of being fed on under duress is traumatic, the DC<br />

is not reduced to feed on the same character more than once.<br />

In general, characters with Constitution damage in excess of<br />

half their Constitution score cannot be convinced to be fed<br />

on in this fashion, regardless of the result of the Intimidate<br />

check.<br />

Knowledge<br />

Vampires are popular figures in fantasy folklore,<br />

the same as they are in real life, and tales of night-stalking<br />

blood drinkers are popular even in regions where there<br />

are no vampires to be found for miles. For that reason,<br />

vampires are more well-known than many other monsters,<br />

and information about them is more a matter of common<br />

knowledge. For the same reason, however, common<br />

knowledge is glutted with as much false information about<br />

vampires—perhaps even more—as there is truth. The<br />

following section can be used to determine what a given<br />

character knows—or thinks he knows—about vampires.<br />

Knowledge about Revenants: Characters with<br />

ranks in Knowledge (Religion) can research revenants<br />

to learn more about them. When a character makes a<br />

skill check, read or paraphrase the following, including<br />

the information from lower DCs. At the GM’s discretion,<br />

characters can also research vampires with a Knowledge<br />

(local) check, though in such cases, the DCs are all increased<br />

by +5.<br />

DC 10: Revenants are a type of vampire, and require the<br />

blood of the living in order to extend their immortal<br />

existence. Characters that achieve a result of less than 10 are<br />

not familiar with revenants at all.<br />

DC 15: Many revenants claim to be more in touch with their<br />

humanity than other forms of undead. In many ways, they<br />

resemble living creatures, and their weakness to sunlight is<br />

far less than that of the average vampire.<br />

DC 20: Revenants are natural masters of a strange and<br />

unusual form of blood magic known as cruomancy, and can<br />

use the blood that they drain from their victims to achieve a<br />

wide variety of strange and powerful effects.<br />

DC 30: Characters who achieve this level of success can<br />

learn important details about a specific notable revenant,<br />

the areas where she operates, and the kinds of activities she<br />

undertakes.<br />

Misinformation about Revenants: Whenever<br />

a character makes a Knowledge (Religion) check to learn<br />

more about revenants, the GM may choose to make a secret<br />

Wisdom check (DC 5) on behalf of the character. If he fails<br />

this check, he learns a piece of misinformation, along with<br />

any other information he might gain. Because this can<br />

result in gaining only misinformation, if the result of the<br />

character’s Knowledge check is low enough, it is advised that<br />

GMs interested in using this option also make the character’s<br />

initial Knowledge roll in secret, as well, to make it more<br />

difficult to distinguish correct information from falsehoods.<br />

Whenever a character gains a piece of<br />

misinformation about revenants, roll 1d6 and consult the<br />

following list of potential pieces of misinformation to<br />

determine what he or she “learns.” Alternatively, pick a piece<br />

of misinformation that you particularly like, or make up one<br />

of your own.<br />

1. Though they are called “vampires,” revenants are<br />

actually not undead. Their blood drinking is entirely<br />

voluntary, and used to power their strange and<br />

perverse rituals.<br />

2. A revenant is actually a corpse that has been<br />

possessed by the essence of a fiend. While they look<br />

and sound like the person that they were in life,<br />

and even possess that person’s memories, they are<br />

actually an entirely separate evil entity.<br />

3. Revenants are not vampires at all. They are the<br />

resurrected forms of ancient heroes, who can be<br />

called upon in times of great need. These “holy<br />

undead” are even healed by positive energy. The<br />

confusion arises because awakening a revenant<br />

requires a small portion of blood from one of his or<br />

her descendants.<br />

4. Revenants have all of the powers of the normal<br />

vampire, but none of their weaknesses. Revenants<br />

have been known to ignore garlic, holy symbols,<br />

mirrors, running water, and more, and are<br />

completely unaffected by the sun.<br />

5. Revenants are victims of a plague, which is<br />

transmitted by biting. Those who die from it rise<br />

17

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