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Vampires in A New 'Light or "You Really Should See A Cosmetic Dentist"

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Vampires in a New 'Light or “You Really Should See a Cosmetic Dentist”

I've always had my problems with Palladium. I admit that they try to be original, and no one should
blame them for that. But sometimes originality also equals to stupidity. Their Vampires were
unfortunately done in a terrible way, to some degree. Here is my take on Vampires. Note that you don't
have to just apply this to Nightspawn, but I think that Vampires work best in S.D.C. settings, and really
don't belong in Rifts. So here it goes.

Master Vampires
Ancient Power
Master Vampires can live for eternity. They are the most powerful Vampires of all and as such have
certain powers not endowed to the lower caste. For every three levels of experience a Master Vampire
has, roll on this table.

01-20 Sunblock #5542: The Vampire is tougher against sunlight, takes half damage, but suffers all
penalties as normal.
21-40 Aura of Evil Crosses are no good against this vampire anymore. In fact, crosses and holy symbols
tend to warp and shatter in their presence. Plant life also tends to wither, and even running water mater
freeze (50% chance).
41-70 Splinter Proof: Simple wood is not good enough anymore. Only super tempered woods like iron
bamboo or petrified wood will do damage.
71-80 Power Overwhelming: Select one of the following, Any Super Vision Ability, Any Heightened
Sense Ability, Bio-Manipulation, Blink Teleportation, Dark Aura, Energy Expulsion: Dark Bolt, Flight:
Winged (Major), Limited Alter Physical Structure (may not select Water), Mental Illusion, Radar, or TK:
Super. If a Psionic power is selected, increase the Master Vampires max ISP by 50%.
80-00 Cold Turkey: This vampire has learned to restrain his bloodlust, for whatever reasons. They will
never go permanently insane from bloodlust or lose their status, but could very well lose their minds for
a prolonged duration unless they feed once in a while.

Master Race
Not only are they powerful, the Master Vampires are of course the highest breed of Vampires. They are
not as easily slain as the lower breeds. For each new level of experience a Master Vampire gains 5d6
H.P.
Also, Master Vampires ARE fertile. When they mate with a Human they will produce a Dunpeal. When
they mate with another Master Vampire it will produce another pure blood Master Vampire.

Secondary Vampires
Second Class
Secondary Vampires are not nearly as tough as their Masters, but they still have the potential for some
serious growth. For each new level of experience a Secondary vampire gains 3d4 H.P.
Secondary Vampires have a low chance (15%) of being fertile. If they mate with humans they will
produce a Wampyr, if they mate with a Master Vampire it will produce a Secondary or Wild Vampire
(50/50 chance).

Wild Vampires
Crazed S.O.B.
Wild Vampires stay just the way they are till they day someone hunts them down. They do not gain
additional hit points nor do they ever gain any sort of powers. Wild Vampires are also far too stupid and
mad to ever use any psychic powers they may possess. Wild Vampires also rarely use the Slow Kill, as
their thirst is far too great to be patient enough to create another Vampire.
Note that it really doesn't matter if a Wild Vampire is fertile or not, they're too damn crazy to fuck
anyway.

Slow Kill
Slow Kill can easily be changed to any sort of time that the GM wants. I personally throw out the three
days thing and give the characters around 24 hours or less.

Vampires & Psionics


I've always felt that Vampires deserved a little more in the psionics department. At level one a Vampire
may select one additional Sensitive Psionic, and for every other level they may select an additional one
(save for powers that pertain to the Astral Plane or Dreamstream). At levels 4, 8, 12, and 15 they may
select one Physical Psionic as well.

Limited Invulnerability & Super Regeneration


I've always felt that in some way this was the major screw up with Vampires (aside from the Intelligence
thing). So here's the new rules.
Secondary & Wild Vampires may be harmed by any sort of weapon, or damage (including fire,
electricity, bullets, explosives, and the like). However, they recover damage at 4d6 H.P. per melee, and
these attacks might not necessarily kill them.
Master Vampires are immune to all mortal weaponry, and may only be harmed by silver, wood, magic,
psionics, or attacks from other supernatural creatures (i.e. Nightspawn or Guardians).
A stake through the heart or impalement through the heart on a magical weapon will outright kill
Secondary & Wild Vampires. Only in the case of Master Vampires will this not fully kill them and will
removing the stake bring them back to life.

To Kill the Vampire


1. Death by Impalement or Decapitation: Driving wooden, silver, or magical weapons through the heart
of a vampire will outright kill them. Master Vampires will not be killed by this but they will be
immobilized and left to 'die'. Decapitation by silver or magic will kill all vampires, including Masters.
2. Death by Sunlight: Damage is increased to 2d4x10 per melee.
3. Death by Water: No changes, accept perhaps you may want to reduce the damages for water
weapons a bit, your call.
4. Soil of the Homeland: I tend to throw this one out, simply because I don't agree with it. 
Means of Defense

Crosses: The shadow of a cross or light in the shape of a cross will not cause the Vampire harm, but it
will still cause the standard save vs. Horror Factor 18.

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