Sunday 1 September 2019

Lens/Monsters: Vampires

Lens/Monsters: Vampires

Oh boy, I was dreading this one. Vampires from the Monster Manual are quite different from the ones from the Basic Set or GURPS Horror. They have a wide variety of abilities and weaknesses that require a great deal of preparation from the adventurers to slay them properly. Still, the lens that I made is slightly different from the template described in the Monster Manual. This post features the vampire lens, two sample vampire NPCs from the Monster Manual, and the weaker vampire spawn.

Vampire [Monster Manual, page 250]

246 points
Applicable to: Any humanoid or monstrous humanoid.
Attribute Modifiers: ST+3 [30]; DX+1 [20].
Secondary Characteristics Modifiers: HP+4 [8]; Per+3 [15].
Advantages: Alternate Forms (Bat, Dire Bar, Dire Wolf, Wolf; Magical, -10%) [54]; Clinging [20];  Combat Reflexes [15]; Danger Sense [15]; DR 5 (Bane, Magical Silver Weapons, -1; Tough Skin, -40%) [14]; Doesn’t Breathe [20]; Doesn't Eat or Drink [10]; Dominance [20]; Immunity to Metabolic Hazards [30]; Infravision [10]; Injury Tolerance (Diffuse; Costs Fatigue, 2 FP, -10%; Magical, -10%; Misty, Can use magic or psi in mist form, -20%) [60]; Injury Tolerance (Unliving) [20]; Mind Control (Magical, -10%; Vision-Based, -20%) [35]; Regeneration (Regular) [25]; Resistant to Turning (+3) [1]; Sharp Teeth [1]; Unaging [15]; Unkillable 2 (Achilles’ Heel: Sunlight, Running Water, Beheading and filling the mouth with holy wafers, -50%; Hindrance, Wooden stake in the heart, -5%) [45]; Voice [10].
    Blood Drain: Leech 1 (Blood Agent, -40%; Heals FP, +60%; Magical, -10%) [28].
Children of the Night: Ally (Rat swarm; Built on 25%; 12 or less; Magical, -10%; Minion, +0%; Summonable, +100%) [4].
Elemental Resistance (C,E): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Electricity, -35%; Tough Skin, -40%) [14].
Disadvantages: Dependency (Coffin with soil of homeland; Daily) [-60]; Divine Curse (Cannot enter dwelling for first time unless invited) [-10]; Draining (Human Blood; Illegal) [-10]; Dread (Garlic) [-10]; Dread (Mirrors; 2 yards) [-11]; Dread (Religious Symbols; 2 yards) [-11]; Dread (Running Water) [-20]; Social Stigma (Dead) [-20]; Supernatural Features (No Body Heat (except after feeding), No Reflection, Pallor (except after feeding)) [-16]; Uncontrollable Appetite (12) (Human Blood) [-15]; Vulnerability (Silver, x2) [-10]; Weakness (Running Water; 1d/minute) [-40]; Weakness (Sunlight; 1d/minute) [-60].
Features: Sterile.
Creature Type: Undead.

Human Fighter Vampire [Monster Manual, page 250]

Typical Stats
ST:
15
HP:
19
Speed:
6.5
DX:
13
Will:
11
Move:
6
IQ:
11
Per:
14


HT:
13
FP:
13
SM:
+0
Dodge:
10
Parry:
9U
DR:
5 (tough skin; not vs. magical silver weapons), 5 (vs. cold and electricity), 4* (torso; fine mail)
Kusari swing (15): swing 3d-1 crushing, Reach 1-4*, -2U parry. Attempts to parry the kusari are at -4; fencing weapons can’t parry at all! Attempts to block the kusari weapons are at -2.
Kusari thrust (15): thrust 2d-1 crushing (KYOS: 2d+1 crushing), Reach 1-4*, -2U parry. Attempts to parry the kusari are at -4; fencing weapons can’t parry at all! Attempts to block the kusari weapons are at -2.
Short Bow (10): thrust 1d+1 impaling (KYOS: 2d-1 impaling), Acc 1, x15/x20 (225/300), RoF 1, Shots 1(2).
Vampiric Bite (15): thrust 1d+1 cutting (KYOS: 2d cutting), Reach C. The vampire can drain the victim’s life if the victim is helpless (pinned, stunned, unconscious, etc.), grappled, or willing. If he is wearing armor, the vampire’s biting damage must penetrate its DR. Once the vampire has bitten through the victim’s DR, he can drain 1 HP per second from him. For every 3 HP stolen, the vampire heals 1 HP or 1 FP (his choice). He cannot raise his HP or FP above normal this way.
Create Spawn: Creatures killed by a vampire’s bite rise 1d/2 days after burial as vampires or vampire spawn (the vampire’s choice) under the vampire’s control.
Children of the Night: A vampire can summon a rat swarm to assist him in combat. The rat swarm’s point total must not be higher than 25% of the vampire’s point total. The rat swarm appears on a roll of 12 or less.

                Traits: Alternate Forms (Bat, Dire Bar, Dire Wolf, Wolf; Magical); Clinging; Combat Reflexes; Danger Sense; Dependency (Coffin with soil of homeland; Daily); Divine Curse (Cannot enter dwelling for first time unless invited); Doesn’t Breathe; Doesn't Eat or Drink; Draining (Human Blood; Illegal); Dread (Garlic); Dread (Mirrors; 2 yards); Dread (Religious Symbols; 2 yards); Dread (Running Water); Immunity to Metabolic Hazards; Infravision; Injury Tolerance (Diffuse; Costs Fatigue, 2 FP; Magical; Misty, Can use magic or psi in mist form); Injury Tolerance (Unliving); Mind Control (Magical; Vision-Based); Regeneration (Regular); Resistant to Turning (+3); Social Stigma (Dead); Sterile; Supernatural Features (No Body Heat (except after feeding), No Reflection, Pallor (except after feeding)); Unaging; Uncontrollable Appetite (12) (Human Blood); Unkillable 2 (Achilles’ Heel: Sunlight, Running Water, Beheading and filling the mouth with holy wafers; Hindrance, Wooden stake in the heart); Voice; Vulnerability (Silver, x2); Weakness (Running Water; 1d/minute); Weakness (Sunlight; 1d/minute).
Skills: Bow-15; Brawling-15; Kusari-15; Observation-15; Stealth-15.
Creature Type: Undead.

  
Half-Elf Monk/Shadowdancer Elite Vampire [Monster Manual, page 251]

Typical Stats
ST:
15
HP:
19
Speed:
7.5
DX:
16
Will:
11
Move:
6
IQ:
11
Per:
15


HT:
14
FP:
14
SM:
+0
Dodge:
12
Parry:
14
DR:
5 (tough skin; not vs. magical silver weapons), 5 (vs. cold and electricity)
Keen Sickle swing (20): swing 2d+1(2) cutting or impaling, Reach 1. Unbalanced parry is dealing impaling damage. Hooked.
Punch (20): thrust 1d+2 crushing (KYOS: 2d+2 crushing), Reach C.
Kick (20): thrust 2d-1 crushing (KYOS: 3d-1 crushing), Reach C-1.
Icy Sling (20): swing 2d+1 piercing + 1d follow-up non-incendiary burning, Acc 0, x15/x20 (90/150), RoF 1, Shots 1(2).
Vampiric Bite (20): thrust 1d cutting (KYOS: 2d-2 cutting), Reach C. The vampire can drain the victim’s life if the victim is helpless (pinned, stunned, unconscious, etc.), grappled, or willing. If he is wearing armor, the vampire’s biting damage must penetrate its DR. Once the vampire has bitten through the victim’s DR, he can drain 1 HP per second from him. For every 3 HP stolen, the vampire heals 1 HP or 1 FP (his choice). He cannot raise his HP or FP above normal this way.
Create Spawn: Creatures killed by a vampire’s bite rise 1d/2 days after burial as vampires or vampire spawn (the vampire’s choice) under the vampire’s control.
Children of the Night: A vampire can summon a rat swarm to assist him in combat. The rat swarm’s point total must not be higher than 25% of the vampire’s point total. The rat swarm appears on a roll of 12 or less.
Elven Reverie: Half-elves do not sleep, as members of the other common races do. Instead, a half-elf meditates in a deep trance for 4 hours a day. A half-elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, a half-elf “dreams,” though these dreams are actually mental exercises that have become reflexive through years of practice. The half-elf is still conscious and aware of his surroundings, but immobile. The human word for a half-elf’s meditation is “trance,” as in “four hours of trance,” but the half-elves themselves call this “reverie.” When a half-elf is suffering from a disease, poison, or is below 2/3 of his HP, he cannot enter this meditative state and has to sleep normally.
Spell-Like Abilities (Alternative Abilities):

                Traits: Alternate Forms (Bat, Dire Bat, Dire Wolf, Wolf; Magical); Catfall (Chi); Clinging; Combat Reflexes; Danger Sense; Dependency (Coffin with soil of homeland; Daily); Divine Curse (Cannot enter dwelling for first time unless invited); Doesn’t Breathe; Doesn’t Eat or Drink; Draining (Human Blood; Illegal); Dread (Garlic); Dread (Mirrors; 2 yards); Dread (Religious Symbols; 2 yards); Dread (Running Water); Enhanced Dodge 1; Immunity to Metabolic Hazards; Infravision; Injury Tolerance (Diffuse; Costs Fatigue, 2 FP; Magical; Misty, Can use magic or psi in mist form); Injury Tolerance (Unliving); Mind Control (Magical; Vision-Based); Night Vision 5; Regeneration (Regular); Resistant to Turning (+3); Social Stigma (Dead); Sterile; Supernatural Features (No Body Heat (except after feeding), No Reflection, Pallor (except after feeding)); Trained By A Master; Unaging; Uncontrollable Appetite (12) (Human Blood); Unkillable 2 (Achilles’ Heel: Sunlight, Running Water, Beheading and filling the mouth with holy wafers; Hindrance, Wooden stake in the heart); Voice; Vulnerability (Silver, x2); Weakness (Running Water; 1d/minute); Weakness (Sunlight; 1d/minute).
Skills: Acrobatics-20; Axe/Mace-20; Karate-20; Kicking-20; Observation-16; Sling-20; Stealth-20.
Creature Type: Undead.

Vampire Spawn [Monster Manual, page 253]

154 points
Attribute Modifiers: ST+3 [30]; DX+1 [20].
Secondary Characteristics Modifiers: HP+4 [8]; Per+3 [15].
Advantages: Clinging [20]; Combat Reflexes [15]; Danger Sense [15]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Immunity to Metabolic Hazards [30]; Infravision [10]; Injury Tolerance (Diffuse; Costs Fatigue, 2 FP, -10%; Magical, -10%; Misty, Can use magic or psi in mist form, -20%) [60]; Injury Tolerance (Unliving) [20]; Mind Control (Magical, -10%; Vision-Based, -20%) [35]; Regeneration (Regular) [25]; Resistant to Turning (+3) [1]; Sharp Teeth [1]; Unaging [15]; Unkillable 2 (Achilles’ Heel: Sunlight, Running Water, Beheading and filling the mouth with holy wafers, -50%; Hindrance, Wooden stake in the heart, -5%) [45]; Voice [10].
    Blood Drain: Leech 1 (Blood Agent, -40%; Heals FP, +60%; Magical, -10%) [28].
Elemental Resistance (C,E): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Electricity, -35%; Tough Skin, -40%) [14].
Disadvantages: Dependency (Coffin with soil of homeland; Daily) [-60]; Divine Curse (Cannot enter dwelling for first time unless invited) [-10]; Draining (Human Blood; Illegal) [-10]; Dread (Garlic) [-10]; Dread (Mirrors; 2 yards) [-11]; Dread (Religious Symbols; 2 yards) [-11]; Dread (Running Water) [-20]; Social Stigma (Dead) [-20]; Supernatural Features (No Body Heat (except after feeding), No Reflection, Pallor (except after feeding)) [-16]; Uncontrollable Appetite (12) (Human Blood) [-15]; Vulnerability (Silver, x2) [-10]; Weakness (Running Water; 1d/minute) [-40]; Weakness (Sunlight; 1d/minute) [-60].
Features: Sterile.
Creature Type: Undead.

Typical Stats
ST:
13
HP:
17
Speed:
5.25
DX:
11
Will:
10
Move:
5
IQ:
10
Per:
13


HT:
10
FP:
10
SM:
+0
Dodge:
9
Parry:
9 (unarmed)
DR:
5 (vs. cold and electricity)
Punch (15): thrust 1d crushing (KYOS: 1d+1 crushing), Reach C.
Vampiric Bite (15): thrust 1d cutting (KYOS: 1d+1 cutting), Reach C. The vampire can drain the victim’s life if the victim is helpless (pinned, stunned, unconscious, etc.), grappled, or willing. If he is wearing armor, the vampire’s biting damage must penetrate its DR. Once the vampire has bitten through the victim’s DR, he can drain 1 HP per second from him. For every 3 HP stolen, the vampire heals 1 HP or 1 FP (his choice). He cannot raise his HP or FP above normal this way.

                Traits: Clinging; Combat Reflexes; Danger Sense; Dependency (Coffin with soil of homeland; Daily); Divine Curse (Cannot enter dwelling for first time unless invited); Doesn’t Breathe; Doesn’t Eat or Drink; Draining (Human Blood; Illegal); Dread (Garlic); Dread (Mirrors; 2 yards); Dread (Religious Symbols; 2 yards); Dread (Running Water); Immunity to Metabolic Hazards; Infravision; Injury Tolerance (Diffuse; Costs Fatigue, 2 FP; Magical; Misty, Can use magic or psi in mist form); Injury Tolerance (Unliving); Mind Control (Magical; Vision-Based); Regeneration (Regular); Resistant to Turning (+3); Social Stigma (Dead); Sterile; Supernatural Features (No Body Heat (except after feeding), No Reflection, Pallor (except after feeding)); Unaging; Uncontrollable Appetite (12) (Human Blood); Unkillable 2 (Achilles’ Heel: Sunlight, Running Water, Beheading and filling the mouth with holy wafers; Hindrance, Wooden stake in the heart); Voice; Vulnerability (Silver, x2); Weakness (Running Water; 1d/minute); Weakness (Sunlight; 1d/minute).
Skills: Brawling-15; Observation-15; Stealth-15.
           Creature Type: Undead. 

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