Difference between revisions of "Hidden Lore (Vampires)"
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:*Holy or silver attacks are harder for them to heal, can interfere with powers | :*Holy or silver attacks are harder for them to heal, can interfere with powers | ||
:*Stakes-to-the-heart don't kill, but can immobilize/stun (and may lead to death) | :*Stakes-to-the-heart don't kill, but can immobilize/stun (and may lead to death) | ||
+ | *Destruction: When killed, vampires may leave a normal(ish) corpse, or turn to dust/ash, or explode, or possibly other means | ||
*Support: | *Support: | ||
:*Blood-Bond: Humans can be fed vampire blood to gain enhancements, mentally-enslaved (often driven mad) | :*Blood-Bond: Humans can be fed vampire blood to gain enhancements, mentally-enslaved (often driven mad) |
Latest revision as of 21:43, 11 September 2025
Still WIP
Refer to Monster Hunters 3: The Enemy pp. 8-12, though many of the particulars will differ in this campaign.
Contents
Obvious
Roll: No roll required with Hidden Lore (Vampires); Occultism+2. Note: This is, essentially, a confirmation or negation of what can be gleaned from popular media.
"It presents itself as mild anemia" (Porphyria)
- Nature: Supernatural undead (that is, not a virus)
- Contagion: Can (not always) spread to others
- Feeding: Consumes blood
- Sleep: Sleeps during the day
- Telltales:
- Fangs; Pallor
- No reflection
- Requires invitation to enter
- Weaknesses:
- Beheading, stake-to-the-heart is bad for them (no surprise; works on the living, too)
- Sunlight is bad for them (& they don't sparkle)
- Garlic is bad for them
- "Good"/"Holy" is bad for them
- Support:
- Powerful vampires can compel humans into their service; "mind control"
Known/Common (Skill 6-9)
Roll: Hidden Lore (Vampires)+4; Occultism+0. Note: Knows what is not true.
"One thing about living in Santa Carla I never could stomach; all the damn vampires."
- Nature:
- Really "hard to kill"
- Something of the former-self remains after "death"
- Older = more powerful; new vamps are "mooks"
- Contagion: Turning requires ingestion of vampire blood
- Feeding: Extra-aggressive, "frenzy/berserk," when hungry
- Sleep: Tends to return to the grave to sleep during the day, but not always
- Telltales:
- Eyeshine; "Demon face" (when attacking, agitated; Ref: Buffy, Lost Boys, Dusk Till Dawn, etc.)
- No reflection, and doesn't appear on film
- Prefers the cold
- Invitation required for entry into private residence; not required for public places
- Weaknesses:
- Vulnerable to silver, sunlight, "Good"/"Holy", and will generally avoid them
- Irritated by garlic (like tear-gas/ammonia)
- Destruction: Vampires don't all "go out" the same way when killed
- Support:
- Familiars (Bug-Eaters, Renfields, etc.): Some humans serve by choice, and are not mind-controlled, usually for the promise of eternal-life (and are just evil assholes)
Rudimentary Taxonomy
- Alternate names (versions?): Upir/Upiór, Strigoi
- There are different "varieties," and "stages" of development
- Commonly Eastern-European
Slightly Obscure/Trained (Skill 10-13)
Roll: Hidden Lore (Vampires)+0; Occultism-4. Note: has direct/second-hand-direct experience.
"You aim for the head or the heart. Anything else, it's your ass."
- Nature:
- Essentially an "animated corpse" that can make itself look "alive"
- Extremely fast, strong, tough, agile, and flexible. Normal weapons/bullets are not very effective, if at all.
- Can sometimes survive beheading
- Contagion:
- Sleep: Sleep is really just a "standby" condition; they are fully aware when "sleeping"
- Telltales:
- Doesn't appear in mirrors, and cannot be "directly" recorded on any video/audio medium, physical or electronic (blur/smear/distortion may be recorded). Difficult to track down, as a result.
- Invitation granted considered a "permanent precedent" unless ownership changes or magically revoked. Loopholes exist; a "welcome mat" is invitation enough.
- Avoids Holy Ground™
- Weaknesses:
- Irritated by allicin (chemical found in garlic) (like tear-gas/ammonia)
- Damaged (burned) on contact with holy water, holy symbols, sunlight; not "repelled/cowed" but will avoid contact
- Holy or silver attacks are harder for them to heal, can interfere with powers
- Stakes-to-the-heart don't kill, but can immobilize/stun (and may lead to death)
- Destruction: When killed, vampires may leave a normal(ish) corpse, or turn to dust/ash, or explode, or possibly other means
- Support:
- Blood-Bond: Humans can be fed vampire blood to gain enhancements, mentally-enslaved (often driven mad)
Basic Taxonomy
- Most-common examples originate around the Carpathian Basin area of SE Europe (Romania, Hungary, Bulgaria, etc.), and often speak those languages
- Recognized/commonly-encountered "clans"
- "Levels": Juvies (sometimes "feral") < Minions < Masters < Primes < Elders
- Secret hierarchy/organization, rulership in place; "The Society"
Related
- "Secret" organizations dedicated to hunting or tracking vampires (etc) exist
Obscure/Expert (Skill 14-17)
Roll: Hidden Lore (Vampires)-4; Occultism-10
"You see the valets over there? They're vampires. So's the doorman…and the whore on the corner." "How can you tell?" "By the way they move. The way they smell."
- TBD In-game
Advanced Taxonomy
- TBD In-game
Highly Obscure/Authority (Skill 18+)
Roll: Hidden Lore (Vampires)-8; Occultism NA
- TBD In-Game