Made by Eric David Lichtenstein
E-mail: el001c@uhura.cc.rochester.edu
A long time ago, at a time in the Old Republic when Sith were strong,
the ancient evil ones experimented with powers and talents even their
hidden and mysterious masters would not touch. There was a time when
a certain sect of Sith philosophers and scientists sought to find a
way to drain the very essence of the Force out of others, having the
power for themselves.
One of the first attempts brought about the talent known as 'Block
Force Ability', a powerful talent capable of severing a Jedi's link
to the Force, but not without a price for the user.
Many a 'Force suicide' was accidently committed during the study and
development of this power. But the Sith scientists pushed onward,
until one of the most learned of the Sith masters and philosophers
perfected the talent of draining the Force from another. This master
kept this secret to himself, waiting to try it.
When he did, it changed his very being. He found himself filled with
power, and also with a craving to drain more power.
Soon he discovered that if he no longer had any power of his own to
draw upon, that while he could still feel the Dark Side within, his
own use of it had twisted his mind and perverted his use of his abil-
ities further than even the Dark Side could stand.
Soon after he realized that his own body weakened when he did not feed
on others. With no power of his own to draw on, he needed, both for
his own survival and his ache for power, to drain that power from
others. Non-force users could satisfy his hunger, but only a force
user could truely make him strong.
And thus, Master Bram Dracul (yeah, I know, I know...), follower of
the Sith ways, became the first Force Vampire.
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ATTRIBUTES AND FEEDING:
A vampire's attributes increase with age. Common to all vampires is
superhuman Strength and Dexterity. Because of keen senses, a vampire's
Perception is usually also above human norm. Knowledge and Mechanical
aren't increased that much in vampires from the outset, but as the vamp
ages, these too are increased well above mortal standards. Technical
isn't affected at all.
The table that follows shows the attributes for vamps based on age.
Note that, because the gift is supernatural, a vampire cannot improve
Strength like normal characters.
The vampire can only gain Strength attribute by aging. Also note that
where a modifier (+1D) is listed, the modifier is added to the base
(mortal) attribute. Where an absolute is listed (5D), that die code
becomes the new attribute.
Vampire Age:
0-99 100-199 200-299 300-399 400-499 500-999 1000+
---------------------------------------------------------------
DEX: +2D +2D+2 +3D+1 +4D +4D+2 +5D +6D
KNOW: +0D +1D +1D+2 +2D+1 +3D +3D+2 +4D
MECH: +0D +2 +1D+1 +2D +2D+2 +3D +3D+2
PERC: 4D 4D+2 5D+1 6D 6D+2 7D 8D
STR: 5D 5D+2 6D+1 7D 7D+2 8D 8D+2
TECH: +0D +0D +0D +0D +0D +0D +0D
Move: 12 14 16 18 20 22 24
Food: 5 7 10 13 15 17 20
The numbers listed under 'Food' are the necessary number of Character
Points that the vampire *must* drain from another source each day.
If this number is not reached, the vampire suffers -1 pip from STR.
The penalty remains until the vampire makes up for the deficit.
However, for every day that the vampire does not drain his quota,
another -1 penalty is suffered. At 0D STR, the vampire dies permanently.
Example: Launa is a 1 year old Force Vampire. She needs to drain at
least 5 character points a day. On day one she only drains 4 CPs.
The next day she then suffers a -1 to her STR, leaving her at 4D+2 STR.
On day 2 she drains 7 CPs. This makes up for yesterdays missed quota,
bringing her back up to 5D STR, but since day 2's quota was missed, she
again suffers the -1 pip penalty. If on day 3 she drains 10 CPs, she
will make up the previous day's penalty, meet the current day's quota,
and be back at full strength. If on day 3 she drains 13 CPs, she will
have still met her quota, and have gained 3 CPs extra.
Any CP's that a FV drains *above* the quota is gained as though it was
a normal CP, and can be stored or spent as a normal CP or used to fuel
a FV's special powers. Note that stored CPs can be used to help meet
a days quota for food.
FV's do *not* recieve CP's at the end of adventures. They drain them
or they do not get them at all. Force Points and Dark Side Points are
awarded as normal.
If a FV does not successfully feed for 3 days in a row, they are red-
uced to the next lower age category(meaning lower stats, move, healing
abilities, etc). However, they keep the Food Rating for their actual
age. They must then drain 2x their Food Rating to be brought back up
to their normal age level, in addition to feeding for the necessary
amount to raise their STR back up to it's full level.
When a FV reaches 0 STR, they die. When a FV dies in this way, they do
not regenerate. If a 0-99 Age FV does not feed for 6 days, they simply
continue to lose STR pips as per normal until they die.
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POWERS:
The important thing to remember about vampires is that each one is
different. What may be deadly to one vampire may be little more than
a candle flicker to the other. Therefore, while almost all young
vampires will exhibit all the powers listed below, some may not. Also,
as a vampire grows older, it has a tendency to develop unusual powers,
suited to the individual. Therefore, the vampire is not limited to the
powers below. Also, vampires seem to possess a weak connection to the
Dark Side of the Force.
This doesn't limit their behavior to evil, however, as vampires are no
longer living creatures and so do not contribute to the Force in any
manner. Neither are they able to be turned to the Dark Side.
In any case, a Jedi will sense one coming a mile away (figuratively).
Immortality: All vampires are immortal. There is no argument to this
fact. Until destruction, any vampire will always look the same as it
did the moment it died as a mortal. Destroying a vampire will be dis-
cussed later. CP Cost - Free
Brawling: A vampire in hand to hand combat may use Brawling to parry
with no penalties to block any attack except from an EDGED melee weapon
or energy weapon (includes lightsaber). Any blunt melee weapon or other
attack can be parried by the vampire's bare hands and feet.
Also, a vampire using Brawling to fight does Str+1D+2 damage, due to
their connection to the Dark Side of the Force, which causes it to drain
a small portion of its opponent's life force with every blow.
The vampire can consciously control this effect and remove the damage
bonus if it so desires. Note that this only happens when a vampire is
brawling, and doesn't affect melee combat.
CP Cost - 1 per hit. If no extra damage is wanted, Free.
Charm: Most vampires can charm a mortal by looking into his/her eyes.
This has a similar effect on the victim as the Force power Affect Mind,
but only in context with the person's reaction to the vampire.
For example, a vampire cannot cause people to hallucinate with this
ability, or to perceive their surroundings differently. However, the
vampire could convince someone that it is a friend and that the victim
should react accordingly. A vampire cannot convince someone to do some-
thing obviously suicidal (jumping off a cliff). He could convince the
victim that a suicidal act (allowing the vamp to drink from you) is
actually safe, though. As a vampire gets older, they gain the ability
to charm by voice (at 400 years of age), and eventually by will (1000
years of age). Any Willpower or Knowledge roll made to resist a
vampire's charms is at a +10 difficulty for gaze charm, +15 for voice
charm, and +20 for charm at will. A vampire that can charm at will must
know the exact location of the victim before charming, so it can't, for
example, extend its charm behind a door to get whatever is there unless
the vampire knew for a fact that someone was right behind the door.
Charm is limited in range to 15 meters. CP Cost - 10
Climbing: Vampires get a +20 bonus to any Climbing/jumping skill roll
when trying to climb any surface. CP Cost - 4
Regeneration and Healing: Vampires can be injured by any weapon. However,
they not benefit from normal medical healing, like medpacs and bacta, or
from Force healing, like Transfer Force. In fact, use of Transfer Force
on a vampire will Mortally Wound it.
Vampire Age # Rounds Max Levels Healed CP Cost Per Level Natural Regen.
----------- -------- ----------------- ----------------- --------------
0-99 yrs. 2 1 12 2 days
100-199 yrs. 2 1 10 1 day
200-299 yrs. 2 2 8 12 hours
300-399 yrs. 2 2 6 8 hours
400-499 yrs. 1 2 6 6 hours
500-999 yrs. 1 3 5 3 hours
1000+ yrs. 1 4 3 1 hour
Natural Regeneration is free, but the FV does need to rest for that
amount of time. A vampire cannot regenerate damage from fire this way.
Wounds from fire heal at the same pace as mortals' wounds do, from the
chart in the rulebook. A vamp must heal fire wounds naturally.
The exception to this is a 1000 year old vampire. Those vamps can re-
generate any wound.
Shapechanging: When a vampire reduced beyond the Mortally Wounded
level, it can turn itself into a mist-like form. This gaseous vampire
must immediately float to a place of shelter. Note that these vamps
are not limited to a sanctuary, or coffins. Therefore, they could
shelter anywhere. When in this form, the FV has a move of 20 and a
STR of 6D for the purposes of resisting damage, although only energy
based weapons can hurt the FV in mist form. CP Cost - 15 per round
Flight: Quite simply, use of this power lets the FV fly. Their flight
Move is equal to their normal Move+5. They have a flight ceiling of
low orbit, and cannot move into space. CP Cost - 7 per round
Animal Control: FV's can have limited control over lesser-minded
creatures. Through the use of this power the FV can keep animals at
bay or give them simple commands. Control lasts for xD6 rounds,
where x is the number of extra CPs spent. If no extra CP's are spent,
the control lasts for one round. CP Cost - 2 per die of targets PER
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WEAKNESSES:
Vampires and the Force: As I stated, vampires do not influence the
Force. However, they do seem to have a small link to the Dark Side.
Therefore, any Jedi powers that are made to defend against the effects
of the Dark Side are useful against vampire powers. A Jedi, for example,
can use Control skill to defend against a vampire's charm gaze. Any Jedi
power meant to heal damage actually has negative effects on vampires.
Accelerate Another's Healing, for example, temporarily suspends a
vampire's regenerative ability for a period of time.
Mirrors and Holy Symbols: Falsehood. Plain and simple. Vampires can see
their own reflections.
Invitations into homes and other sanctified places: Falsehood. Plain
and simple. A vampire can go anywhere it pleases at any time.
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DESTROYING A VAMPIRE:
A Force Vampire is not all that hard to kill. A few blaster shots, a
thermal detonator or two, and !poof!, no more vampire. A damage roll
that puts the FV into the 'Killed' category will do just fine.
However, they do regenerate really fast. Unless the FV is throughly
vaporized(something difficult to do to anything), he is still 'alive'
and will regenerate in the appropriate amount of time for his Age,
incuring the standard penalties for not feeding during that time. If
these penalties kill the FV, then so be it, he's dead for good.
Beheading, exposure to sunlight, taunting with a religious symbol...
none of this stuff will work. A beheaded FV will regenerate, it just
might take a few days longer than usual.
Just so you know, 'vaporization' includes reducing the FV to ashes.
They don't regenerate from this sort of thing(does anyone?). But it
should be encouraged to scattered the ashes around on many different
planets anyway. (Read as "Encourage the PC's paranoia.")
Sunlight: "Contrary to popular belief, the vampire, like any other
night creature, can move about by day. But it is not his natural time,
and his powers are weak." -Bram Stoker's Dracula
What this means is while in *sunlight* the FV is at -1D to all actions.
Artificial light does not hamper the FV in anyway, likewise if the day
is overcast or if the FV is underground they will suffer no penalties.
However, under certain circumstances, if the natural light is bright
enough or strange enough in nature, it can cause up to -3D to all
actions.
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FEEDING AND THE FORCE:
Updated Force Power
(Orig. version by Jens-Arthur Leirbakk)
Drain Life
~~~~~~~~~~
Control Non-Sentient Easy
Human Difficult
Near-Human Very Difficult
Alien Heroic
Force-Sensitive +10
Non-Carbon Based +10
Sense Non-Sentient, Willing Very Easy
Non-Sentient, Unwilling Easy
Willing Victim Easy(8-10)
Unwilling Victim Difficult(18-20)
Alter Special - See below
This is the specific pervesion of the Dark Side of the Force that
allows the Force Vampire to feed itself with the life force it needs
as well as gather up energy for future use.
The user of this power gains a Dark Side point. This power will drain
the life from any organic based living form, or the life from any
sentient being, whether carbon-based or not. Only very alien races
might be immune to this power (GM's decision). Droids are very surely
immune to this power.
The range of this power is touch, with a twist. The FV *must* be in
contact with the victim's blood. Typical means of doing this are
through biting, or making a wound with a knife and then touching the
wound. Non-human FV's with natural claws tend to use their claws for
this purpose.
To use this power, the FV must first have hold of a victim, usually
through Brawling or using a stun beam(unless of course the victim is
willing). Because of the unique range of the power, it *cannot* be
done on a single punch, even if there is physical contact with the
victim's blood. Use of the power requires at least one round, but
other actions can be done at the same time (at the appropriate die
penalty) to a maximum of 3 total actions(2, with the the third being
Drain Life). No movement or dogde actions may be taken during the
same round, but parries can be made.
Once the victim has been secured, the FV begins to call up the power.
If the Control and Sense difficulties are made, the FV then rolls his
Alter against the victim's STR+KNO, or against a Jedi's Alter. If the
Alter roll fails, the FV was unable to overcome the victim's life force,
and cannot drain from them that round. The power may be 'kept up' with
a Moderate Control roll, and another Alter 'attack' can be made each
round the power is 'kept up', untill a successful drain has been made.
Only one drain can be made on any being per day. After the first drain,
any other attempts will fail.
If the Alter roll succeds, use the following table for number of points
drained:
Alter Succeded By: Result:
0 - 3 The FV drains a number of CPs equal to the number
of dice used in the Alter roll(ie, used 8D Alter =
maximum of 8 character points drained). If the
victim has fewer than that number, too bad.
4 - 8 The FV has made a strong connection with the
victim's life force, and drains 2 character points
per every die used in the Alter roll (ie, used 8D
Alter = up to 16 character points drained). The FV
may also drain 1 Force Point, which is converted
into 5 character points.
9 - 12 The FV has the option of, in addition to the above
result, draining a second Force Point, and draining
one pip from STR or KNO for every 2 dice used in the
Alter roll(ie, used 8D Alter = up to 4 pips drained).
For each pip drained, the FV gains 2 character
points. This pip drainage is permanant.
Additionally, if the victim has Force Skills, the
FV can drain 1D from a single skill, gaining 10
character points. The victim suffers from a -1D
penalty to the drained Skill for 4D6 hours.
13 - 15 With a result of this, the victim is mostly at the
full mercy of the FV. In addition to the above
result, the FV may drain up to 1D6 Force Points
(in addition to the 2 that may already be drained),
and can now drain 1 pip of the victim's STR or KNO
per dice used in the Alter roll(ie, used 8D Alter =
up to 8 pips drained).
As usual, this is a permanant result, and the FV
gains 5 character points per pip. The FV can also
drain 1D from Force Skills per every 2 dice used in
the Alter roll (ie, used 8D Alter = up to 4D Force
Skills drained). For every dice drained in this
manner, the victim suffers a penalty to his drained
Skill (or Skills) equal to the number of dice drained
for 1D6 days. The FV gains 15 character points per
die drained.
16+ The FV has completely drained the life force from
the victim. All character points and Force Points
are drained for the normal results.
The victim's STR and KNO are drained to 0, as well
as any Force Skills, and the FV gains the appropriate
amount of character points. The victim is now dead.
If this result is reached, the FV has no choice but
to kill the victim.
On the above table, consider the term 'Force Point' as interchangable
with Force Points and Dark Side Points. Each are worth the same amount
in terms of character points, but the FV does not have a choice to which
they drain. Force Points will *always* be drained first, and then Dark
Side Points.
When draining a non-sentient (for instance, a Dewback) consider it to
have 1D6 character points, 0 Force Points and 0 Dark Side Points, un-
less otherwise stated.
------------------------------------------------------------------------
As far as the rest of the Force goes, Force Vampires are able to use
the Force, and are Force-Sensitive. All FV's automatically know the
following powers: Drain Life, Rage*, Life Detection, Life Sense, and
Sense Force. However, if the FV was a Force user in life, they still
retain the knowledge of the Force Powers they had known.
In order to learn new powers, the FV must find a teacher (usually
another FV) and spend 10 character points per power they wish to learn,
using standard Jedi training times.
If they wish to learn powers on their own, the FV can spend 25 character
points and learn powers subject to GM approval.
* While using Emptiness, Hibernation Trance or Rage, the FV does not
need to feed during that period of time, but will need to feed 1 extra
character point per day in the trance for an equal number of days to
those spent in the trance when he awakens. For example, if Launa, an
Age 1 FV, went into Rage for 20 days, she would need to feed for a
total of 6 character points for the next 20 days.
When using the Force, the FV must spend character points equal to the
number of dice they wish to roll + a character point per Force Skill
needed.
For Example: Launa wishes to use Drain Life on someone, and wants 8D.
She would need to spend 11 character points - 8 for the 8D of Skills,
and 3 because Drain Life requires all 3 Skills, Control, Sense and
Alter. Then Launa rolls 8D for Control, 8D for Sense, and 8D for
Alter. If in the next segment she needs to use Absorb/Dissipate Energy
(assuming she know's it) and wants to roll 5D, she needs to spend 6
character points - 5 for the 5D, and 1 because A/D only requires one
Skill, Control.
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SLEEP:
Most vamps sleep during the day, but can sleep at any time. Some vamp-
ires who have befriended mortals sleep at night and accept their weak-
ness by day just to travel with their human companions. These are the
same vamps who keep live rodents in the kitchen pantry.
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MAKING NEW VAMPIRES:
The only way to make a new Force Vampire is to drain a being into the
Killed category (16+) using the Drain Life power. Immediately there-
after, the FV must then spend 50 character points to 'instil' a part
of themselves in the new FV. This new Force Vampire will rise at Age
0 with 15 character points and 1 Dark Side Point in the next 1D6 days.
The 'father' FV may speed up this process by spending 2 character
points per day, or 15 points for an immediate revival.
The 'father' FV may also pass on some of his experience to the 'child'
FV. The 'father' FV can spend extra character points to grant the
'child' FV extra starting character points, on a ratio of 1-to-1. In
the same manner, the 'father' FV can pass on some of his age abilities,
and age his 'child' one year per extra character point. The 'child'
cannot be aged past the age of the 'father'.
As a side note, much of this was created by some unknown author, and
some credit should go to him - whoever he is.