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  #1  
Old 04-30-2009, 11:59 PM
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Vamp game discussion Room

Copied form initial thread

I have been kicking this idea around in my head for quite some time, just have never had the chance to really play it out. Perhaps over this summer or in the fall I would run one.

Group OrganizationThere are two general types of vampire organizations used in fantasy. The lone ultra powerful creature or the coven. Since I prefer group games to solo games, I would use the coven approach. A group of vampires created by a single master, hiding and surviving together.


Changes to the template1) loss of the energy drain slam attack. Its overpowered, and almost no fantasy novel I have ever read has vapires able to weaken their foes with a touch.
2) When a vampire is brought to 0 hp or below it becomes incapacitated. They do not die, instead they simply can take no actions until their fast healing brings them back to positive hp. In most fantasy I have read vampires don't poof into a gas and flee back to their coffin, they can be incapacitated and then staked.
3) I would be rewriting the killing methods into the folowing three. Staking, burning, or fully imersing in running water for a length of time.
4) A certain amount of time during the day would need to be spent inside a coffin. This amount of time would be inversely proportional to number of HD. A newly risen vamp would need to spend 8-10 hours within their coffin during the daylight, while a centuries old vampire would need an hour or two tops.
5) The dominate person effect would be altered in order to grow in power with time. It would initially start as a mild version of charm person and eventually grow into a dominate monster effect.
6) The drinking of blood would become a survival necessity, with a "blood pool". Every con point of blood drained would add a specific number of points to the pool. The pool would drain slowly over time, and uses of powers like the dominate, fast healing,shapechange, etc would spend a certain number of points. The more HD the more points you can store and the slower they drop with time.
7)Certain other restriction would be added, invitations into private buildings and that kind of thing.


CultureImagine the Dark Ages, weak feudal governments ruled by corrupt kings leading by perceived divine mandate of their blood line. The monsters of myth and legend, witches, ghosts, demons, and vampires walk the land. Ordinary humans survive by weight of numbers and divine assistance only. Imagine the turf wars, werewolves battle wereboars for contorl of a stretch of forest. A coven of vampires rules a city with an iron fist while a church of pelor or St. Cuthbert tries vainly to free the citizens.
The dark is feared, differences are hated, and outsiders are the object of ultimate distrust. A group of motivated individuals, of any race, could gain power.


Plot lineAs a DM I act in one of two ways. 1) create a long term plotline within which the players can act on their own. The timeline created by me would continue mostly intact no matter what the PCs did, but they can have significant effects on individual parts. For an example glance through the game in my signature.
2)I create a world and the PCs get to do whatever they want. The world is mostly static, and the PCs get to drive their own agenda. This is a much more difficult game to DM since the PCs would be required to work together to drive their own game. I have never been able to get it to work in PbP since players tend to be more hesitant than in a RL game. Still this would be the method that would work best for this game.

Which method I would use would depend on the level of dedication, creativity, and communication amongst the players.


Possible directions

1) a type of vampire mafia/yakusa group whose primary challenges would be turf wars and such with other organizations like werewolf packs, vampire covens, witch coveys, and the like. The alignment of the group might be evil, or could just as easily be good. I would actually prefer a neutral approach, wanting to rule their territory and generally be left alone.

2) A group of "reformed" vamps working with a church group. Think Van Helsing except your monsters too. Blade would be a good example, without the day walker stuff

3) A group of vamps, and possibly other monsters, hiding from a large and powerful church organization. Again Van Helsing but form the point of view of the hunted.

4) nomadic group traveling from one location to another hunting prey. Passing through various territories controlled by different groups, some human some not. Perhaps searching for some magical item/artifact


I don't have the time ot begin this game at this time. For most of the directions it could go it would require a very large amount of planning. In a couple of the variants, such as the neutral yakuza idea, the potential players would be able to do a lot of the work. Creating followers, a lair, a variety of legal and illegal buisnesses, NPCs, and even enemy organizations and ideologies.


My proposal: The recruitment of a group of 8 or so players who are willing to spend a month or two creating a campaign world using the above yakusa idea. I would run herd on the development, and devote what time I had. The game would be fairly amorphous, with literally anything you could imagine on the table.
Once I get 8 stated intrests I will apply for a forum and create an application process.

Lets discuss.

Note: This game will not be affiliated with The Eternal Night.
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Old 05-01-2009, 12:50 AM
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These would be the guidelines for the vampires in the game I am proposing. Note these are not set in stone.

 


I would treat characters as gestalt, with one side required to be full "vampire racial levels".
The vampire class would have d12 HD, Average BAB, Good Fort and Reflex saves, Poor Will saves. The following is my first thought of a table

level breakdown
1-Type changes to undead, gain all undead traits, +2 STR +2 Dex, blood drain, skill bonuses +2, natural armor +2, alertness, lightening reflexes, slam attack, blood pool

2-DR 2/silver ,

3-children of the night 1, Fast healing 1

4-skill bonuses +4, DR 4/silver, gaseous form 1/day

5- nat armor +3, create vampire, Fast healing 2, resistances 5, STR +4 Dex +4

6-alternate form 1/day, DR 6/silver magic, Improved Init, dodge

7-Fast healing 3, spider climb continuos, Int +2, Wis +2, Cha +2

8-skill bonuses +6 children of the night 2, DR 8/silver magic, gaseous form 2/day, resistances 10

9-alternate form 2/day, Fast healing 4, combat reflexes

10-nat armor +4, willing minion, DR 10/ silver magic, Unnatural repair 5 STR +6

11-resistances 15

12-skill bonuses +8, alternate form 3/day, gaseous form 3/day

13-children of the night 3, Feed on Fear

14-Int +4, Wis +4, Cha +4

15-nat armor +5, alternate form 4/day, unnatural repair 10, STR +8 Dex +6

16-skill bonuses +10, Feed on Lust

17-Mass control, desecration aura

18-children of the night 4, domination, greater alternate form

19-Wings of the night, Cutting power, Feed from minions

20-skill bonuses +12, nat armor +6, unnatural repair 15, Death's Master

 

 

 

 

 

 

 

 

 

[spoilerbutton="Fast Healing"]
At third level vampires gain fast healing 1. this increases every other level up to a maximum of 5 at 11th level.
Will finish this up at a later date. My bed is calling me. Night all

Last edited by roaddog41; 05-01-2009 at 12:04 PM.
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Old 05-01-2009, 06:37 AM
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The thread that spawned this one was full of many interesting ideas. I like this one best because it steps away from the gothic so... I'm interested!

I know any potential start date is some distance off which is good as, well to be frank I've never played a 'vampire' so have no really given any thought as to the 'emotional' consequences of 'the change'.

What would help me with character ideas would be a knowledge of how the change is effected in the world you propose - the traditional bite on the neck, a sorcerous rite, a genetic predisposition/mutation...

All of these have implications for how characters were brought together to form this new 'yakuza' cell. Also a clue as to the setting would be helpful - modern day alternate earth, a fantasy/cyberpunk amalgam...

I hope these questions help get your creative juices flowing.

Regards,
Neil
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Old 05-01-2009, 09:02 AM
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I'll include the creation info as I finish the vampire "class" progression. A brief take on it would be vampiric bite, followed by a 1-3 day waiting period where the person is dead, then the vamp rises into undeath.


As for the setting, my idea is a Dark Ages type with very low magic and equally low technology. Alchemy would be the most common source of power... and I would probably increase the power of holy water, alchemists fire, and similar substances.

However the setting creation will be a collaborative venture between myself and the group of 8 players that are eventually chosen. What setting is to be used would be mostly up to the players.

What kind of setting would you want?
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Old 05-01-2009, 01:26 PM
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I'm sorry, I'm not sure I understand what you mean by 'gestalt'. Would you treat the race of vampire as another class? As in a level 8 character would be a level 8 sorcerer who is a vampire, or a level 4 sorcerer/level 4 vampire? Either way I'm very interested.
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Old 05-01-2009, 04:14 PM
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An 8th level character would have one side of their build full vampire, and the other side of the build a character class or combination of them.

Basically I am eliminating the need for racial HD and EL, by virtue of running the game as gestalt.

If you want to know more first read the gestalt rule variant in unearthed arcana. Check the SRD
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Old 05-01-2009, 07:59 PM
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Here's the direct link, for ease of access: Gestalt Rules

I'm definitely interested, but I don't know if I have enough time to devote to another game.

In the mean-time, I think a lot of vampire games take the setting into the quasi-modern era (cf. Twilight, V:tM, Bram Stoker's Dracula, Buffy the Vampire Slayer, Underworld, etc). It might be interesting (read: more original) to run vampires in a homebrew "high fantasy" setting (i.e. There Are Dragons, not There Are +1 Longswords In Every Shop).

It ultimately depends on what you want to do with the game, though. If you want to examine the emotional and psychological subtleties of being a centuries-old vampire who "can't die", then a modern setting might prove a better genre, since it's closer to what people already know.

On the other hand, maybe a modern setting would be uncomfortable because it's what we already know; we might feel less comfortable with exploring unusual themes.

Then again, I've never played a vampire campaign before, so I don't really know.
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Old 05-02-2009, 09:24 AM
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While it might be fun to run such a game in a modern, 2010 type setting. I am not familiar with things like D20 modern and the like that are set up to handle those mechanics.

I had proposed a Dark Ages type setting with very low magic. A +3 sword is an artifact, spellcasters are rarer than rare and most get their power from summoning demons through the use of some type of ritual. Dragons, and other monsters of lore would exists... but would be highly rare.

Another interesting feature... should vamps be out in the open or secret. If out in the open you would have a large group of willing "food" that want to become vampires. Deal being you get to feed as much as you want, and if they pass they add to the coven. Vamps would be expected to protect their "city" and keep law and order. That would make the "benevolent evil" work pretty well. Basically the idea that you treat most of your people well so that they will support you in your battles for wealth, power, and territory. And if they cross you... then the thumbscrews come out.
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Old 05-02-2009, 09:48 AM
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I think that makes sense.

Right away, I'm considering a blind character (using this flaw). To make her functional, though, I'd need to find some way to give her blindsense (or blindsight) as soon as possible. My first thought was to make her a sorcerer (or a dragonfire adept) with the Draconic Senses feat (and a few others; with four draconic feats, it grants Blindsense out to 30 feet). This would require that she be not only one of those very rare spellcasters, but also one of those highly rare people who has interacted with a dragon (or whose ancestors did).

I like the "out in the open" idea. But maybe it should be more of an "widely known, but officially does not exist". Sort of like a cult; everybody knows it's there, but no one talks about it.
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Old 05-02-2009, 10:35 AM
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I'll leave character ideas off in the distance till the setting gets created


Perhaps something like a Yakusa or Mafia.

Everyone knows they are there, but they don't officially exist. A modified protection racket where the coven protects some loactiaon, a town or city, in return for protection money and probably willing food. If anyone knows about you there will be some "vamp wannabees" unless you kill em all.

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Old 05-03-2009, 04:58 AM
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The idea of a clandestine agreement where the mortals look the other way whilst the vampires use their powers to "protect" them is oddly fun, it's a sort of off kilter take on traditional vampires that I like quite a bit.

I also love the thought of vamp' aspirants ala the Les Enfants du Sang from Preacher, so long as they didn't pop up too often (that would be annoying).
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Old 05-03-2009, 09:35 AM
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Hmmm, not entirely sure what Preacher has to do with it. Have not read the series.

Basically my idea for the aspiring vampires is that they would be the daytime eyes and ears of the coven, as well as a convenient source of food. The deal being you vamps will protect them even better, give them power in the community, and if they please you.... make them into vampires eventually.

Most of them would be lvl 3 and under NPC's without much in the way of skill or combat power, just walking provender and people to keep an eye on things when the coven is sleeping and/or busy
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Old 05-04-2009, 12:23 AM
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That was just me drawing a line between vampire wannabees to "bunch of death obsessed kids wanting to be vampires", there's a group like that in the comic. So the vampire-mortal relationship would be similar to the dynamic in blade?
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Old 05-04-2009, 02:37 PM
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If vampires are 'in-the-open' and have an acquiescent territory, surely all 'territories' would need vampires to protect them from the other territories. I.E. everywhere has vampires and vampires are a necessary evil; the logical consequence being vampires are/become a warrior nobility.
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Old 05-05-2009, 09:16 AM
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@Neil

In a way, but not just vamps. Lycans, witches, sorcerers, dragons, and various other things that go bump in the night. Try to think gangster. A coven would be the populace's protection against random violence by a neighboring territory, but they would need to pay for that protection. The payment could come in many forms: gold, willing donors, labor, keeping their secrets, and anything else you can think of.

Vamps are common, high level vamps are not. Lycans would tend to kill them, as would the populace since low level aka young vamps don't have much self control when they get hungry. A level 1 vamp needs to feed twice a day, and they are not typically all that choosey about their prey. Gets them killed.
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