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Vampires in DT&T

Vampires are masters of magic and illusion, and


can fit in easily.

Vampires are natural shapeshifters, and can


temporarily invoke unusually fast reflexes. They
regenerate as quickly as a troll. They have charming
personalities as well as the ability to seem terrifying
at a moment�s notice. They are not affected by sacred
objects but fire, garlic, and silver (particularly
elvish moonsilver) are especially potent used
against them. Sunlight is painful and blinding, and
fire can destroy them beyond hope of regeneration.
To kill a vampire permanently, the head must be
struck from the body, and both parts burned to ash.

Vampires are immune to poison and disease.

Vampires have thermal Vision.

Blood is the only thing you need to ingest. No


food or other liquids. The blood of live humans is always
preferred, but animal blood will also do the trick.
Any warm-blooded mammal can supply the necessary blood for
survival, and in extreme situations cold-blooded creatures
like snakes and other reptiles may suffice, though their
blood is less effective. You cannot be healed via poor
baby but by drinking fresh blood.

Vampires abilities are all powered by a special type of blood powered magic

Upon becoming a vampire the gains a new attribute call Blood (BLD)

The Blood pool attribute has a maximum capacity equal to WIZ

The Blood pool is only refilled by consuming Blood.

For every 2 points of unarmed Damage dealt by the vampire using fangs
and claws, 1 blood point is added BLD.

The BLD attribute can be used instead of WIZ in to power spells and
the vampires special abilities.

If a vampires BLD ever goes to zero, they fall into a deep coma like sleep
called torpor. This is an evolutionary survival trait like hibernation.

While in torpor state they are unaware, but if physically disturbed,


they may attempt to make a lvl 2 LUK saving roll to momentarily
wake up to attack and prey on the unfrtunate soul who disturbed them.
The desperately hungry vampire is driven mindless and berserk and will
attack whoever woke them without thought, reason, or hesitation.
So waking a vampire from torpor is a risky move.

A vampire with a BLD greater than zero, must still get 8 hours of sleep every
24 hours. A vampire must spend 1 BLD to wake from his sleep. If he is awakened
before getting a full 8 hours of sleep, he must spend 1 BLD every hour to
remain awake.
Blood Magic

BLD can be spent on a 1 for 1 basis to increase:

STR
DEX
SPD
CON
CHA
WIZ

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Vampiric Spells
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Oh boy, obey

10 WIZ

Saps the will of any human or humanoid creature whose


total IQ, STR, and DEX is less than the vampire�s (192).
The vampire may use this spell on only one character per
turn, but anyone so enchanted will remain enslaved until
the near death of the vampire - CON hitting zero in
combat.
Vampires unlucky or unwise enough to try this spell on
characters with higher totals than their own will become
the slaves of their intended victims.

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Going Batty

10 WIZ

Lets vampire turn into a gigantic bat, which can fly at


normal flying speed but cannot fight. However, the bat
can speak and cast its spells. If a vampire is attacked
while in bat form, it takes only half the hits that it
would otherwise, because it is so hard to hit. The vampire
may reverse this spell at will, but may not use it again
until the next night.

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Wolf Form

10 WIZ

Lets vampire turn into a large wolf, which can run at


normal twice human form speed. The wolf
can speak and cast its spells. If a vampire is attacked
while in wolf form, it takes only half the hits that it
would otherwise. The vampire
may reverse this spell at will, but may not use it again
until the next night.

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Ha, Ha, Ya Mist Me (REVISED)
5 WIZ times activation

Level 4

Turns vampire into a patch of mist, which cannot speak,


fight, or be harmed in any way except by sunlight which
kills the vampire. It travels at normal walking pace, and
is not blown by the wind. This spell may only be used
once per night, and always lasts for as many turns
as the vampire specifies, but can be interupted at will and
reactivated by paying 5 WIZ times the number of activations.
1st = 5 WIZ / 2nd = 10 WIZ / 3rd = 15 WIZ / etc

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Demonic Form

20 WIZ

Level 5

Duration: 10 minutes (5 combat turns)

The vampire becomes horrific with burning eyes


and long rending fangs and claws, making the vampire
into a living weapon adding 5 dice to their unarmed damage,
and allowing the vampire to bite and drain blood by force.
Damage done by attack counts as fulfilling the need for
blood.

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Commune With The Master

20 WIZ

Level 5

Duration: 2 minutes (1 combat turn)

Range: Global

The vampire can use their supernatural link to connect


telepathically to any of their servants. (under the effects
of O Boy, Obey or a subordinate vampire created by
the master)

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Midnight's Cloak

11 WIZ

Level 3

Duration: 4 minutes (2 combat turns)

Range: --

Tightly wraps the target in a pool of total darkness.


The target can see out but cannot themselves be seen within
the darkness, which blends into existing shadows undetectably.
The target is effectively invisible and has thier HPT doubled
against opponents who cannot see in pitch darkness.
However, in a brightly lit area with no shadows, the pool of
darkness is very obvious and the target can be attacked
without penalty.

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