Terror by Night lists these guidelines for vampires. I've done some renumbering for clarity.
The leading vampire in this module is 19th level and 473 years old.
Standard Vampire Powers 1. Heightened Strength A: see below 2. Heightened Endurance A: see below
Raise strength and endurance so the character's carrying capacity as a vampire is 10 times what it was as human.
3. Regeneration: One action per turn maximum to heal full rate, cannot regenerate damage caused by silver or wood.
4. Body Power: Due to "dead" state of body, Paralysis attacks have no effect.
5. Body Power: Can only be permanently killed by wooden stake through heart, decapitation, or burning of body.
6. Mutant Power: Ability to, over a three-day period, turn another person into a vampire, under control of the vampire using this power.
Standard Vampire Weaknesses 1. Physical Handicap: possesses all common vampiric aversions: has no reflection, is pained by exposure to religious items wielded by one who truly believes in the religion behind the item, cannot cross running water, cannot shape-shift in the presence of garlic [see optional powers below], etc.
2. Physical Handicap: looses all vampire powers upon exposure to sunlight [not necessarily skills they possessed while still alive]. Any converted vampire takes 4d10 damage per round under such exposure.
3. Special Requirement: must consume at least 8 pints of blood per day.
Optional Vampire Powers Along with any skills they had while alive, exceptionally powerful vampires may possess the following:
1. Heightened Defense 2. Heightened Attack: also applies when shapeshifting 3. Transformation/Shapeshifter: bat (1d4 damage), wolf (1d8 +1 damage), mist (defends as non-corporeal) 4. Animal Control: bats, wolves, and rats 5. Weather Control 6. Psionics: attacks as mind control, must make eye contact, PR = 10/attempt. 7. Heightened Expertise: + 4 to hit with weather control and psionics
Nospheratau, the pseudo-vampire from Most Wanted (vol. 3), has these powers: 1. Absorption: Hit Points -- not permanent, absorbs one point per point of damage inflicted. 2. Natural Weaponry: + 2 to hit, +4 damage in unarmed HTH combat 3. Heightened Charisma: +15 4. Heightened Endurance: +12 5. Transformation/Shapeshifter: Can turn into a bat (use falcon stats), a wolf, or mist (treat as non-corporeal), PR = 0, and an action to change back and forth 6. Invulnerability: 15 points. 7. Special Requirement: must drink human blood.
Nospheratau is 17th level and only 18 years old.
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