Thursday, January 15, 2015

BXWOD Classes: The Vampire

Here is my initial writeup for the first of my BXWOD replacement classes, the vampire. I've already written the four base classes up and am working on spells and an optional skill system. I've actually had these written since December, but my blog-fu is weak and I'm having trouble finding a way to incorporate the tables into the blog entries that doesn't leave the post a hot mess. There's an embedded Excel sheet below; we'll give this a shot. For the meantime, we'll just have a write-up of the class abilities.

I was thinking that I might make the skill system closer to Xplorers than SWN, just to keep the mechanics somewhat consistent with the supernatural powers.

Some notations:
BHB= Base hit bonus
PST, AST, MST= Physical Saving Throw, Agility Saving Throw, Mental Saving Throw

This is still disorganized brainspew, and the excel sheet I've embedded is pretty rough, but I just wanted to put this down while it's still fresh. So, without further ado, the BXWOD Vampire.

Vampires have a Blood Pool equal to their Constitution score + their experience level. Every night, they lose 1d4 Blood upon awakening. This must be replenished by draining Blood from humans. Vampires who are are 0 hit points lose further damage from their Blood Pool. A vampire who reaches 0 Blood and 0 hit points is destroyed. A destroyed vampire crumbles into a pile of ashes.

*Sunlight causes extreme fatigue in vampires. During the day, they are at -2 to initiative, attack rolls, saving throws, and skill checks. If directly in sunlight, they cannot use any powers and are destroyed at 0 hit points regardless of how much Blood they have.

*Fire does +1 point per die of damage to vampires

*When confronted with a holy symbol by one who truly believes in its power, vampires must make a Mental Saving Throw or be unable to approach. On a natural 1, they must flee for 1d4 rounds.

*Holy water causes 1d8 damage when thrown on a vampire

*Garlic is nauseating to vampires. They must make a Physical Saving Throw when within 10 feet of it or be unable to enter the area. Even if they pass the save, they suffer -1 penalty to attack rolls, saving throws, and damage until they leave the area.

*A wooden stake through the heart immobilizes a vampire until it is removed. To drive a stake through a vampire's heart, it must usually be immobilized and helpless, and a mallet employed. Attempting to stake in combat requires an attack roll at -4 to hit and a strength of no less than 16 to pierce the breast plate.

*Vampires do not heal naturally, nor can they be healed by magic. The only way a vampire can recover hit points is by spending Blood. One Blood will restore 1d8 hit points. 

Vampire abilities:
HD: d8. Vampires roll d8s for Hit Dice. 

AC: The more powerful a vampire becomes, the more resilient their undead body is to damage. The vampire's AC improves according to the table.

Vampires also have access to a number of powers. They may select four at first level. These powers do not change. 

Stealth: Vampires are capable of supernatural stealth. If they roll equal to or less than the number listed on the d20, they can blend into shadows and move without sound. This ability is partially mystical in nature; a vampire who successfully hides via this ability cannot be detected by non-magical means. The vampire becomes visible if they attack or use a power, though they surprise opponents who are unaware they are hiding nearby. Vampires can also use this ability to phase through locked windows and doors so long as they aren't protected by magic or garlic.

Climb: Vampires can scale sheer surfaces with an eerie, spidery climb. Treat the ability similar to the spider climb spell. They must make roll the number on the chart or less on a d20 or else they cannot make the ascent. The ability can be combined with Stealth.

Swarm: The vampire an summon a group of normal animals. The animals they can summon are rats, bats, and wolves. They can summon up to the HD limit indicated on the table. (So it isn't actually possible to summon a wolf until the vampire can command 4 HD.) The animals arrive in 1d6 rounds and only arrive if they could be reasonably found in the area. The animals are loyal to the vampire and will fight on his behalf, though they will still retreat as combat and morale dictate.

Gaze: The gaze of a vampire often develops hypnotic, mind-altering effects. They function as per the spell. Normal mortals are never allowed saving throws. Heroic mortals and supernaturals are allowed Mental saving throws. Note that the ability does not function on supernaturals with a higher experience level than the vampire. Gaze requires eye contact. A vampire of at least 3rd level can enthrall a normal human as a permanent servant. This requires a permanent expenditure of a Blood Point for as long as the human is enslaved to the vampire. A vampire can only maintain one slave per two experience levels.

Swiftness: Some vampires are capable of frightening alacrity. As they level, their movement rate improves and they inflict a penalty on opponent's attack rolls.

Might: Supernatural feats of strength: lifting a car, battering down a metal door, bending bars, or rendering a normal mortal unconscious or dead with a single blow. (Or 3d6 against heroic mortals or supernatural creatures) The vampire makes a roll against a d20 to manifest the necessary strength. On a failure, the vampire abandon the attempt or force it and suffer 1d6. Might requires Blood expenditure every time it is used for a specific task.

Black Magic: Some vampires dabble in the dark arts. They get a compliment of witch spells equal to a witch of the level indicated on the chart. Vampires cannot use Light Path spells and their Gray Spells only have half duration. (Where applicable) Their mystically polluted nature is more acclimated to the Dark Path. This power does not require Blood to activate.

Shifting: Once per night, a vampire may shift into an animal. The type of animal is determined by level. The effect works like polymorph self and lasts one turn. (It can be renewed by using up additional Blood, however.) The vampire has the abilities and stats of a normal animal (aside from hit points.) The manbat form has the stats of a werebat. The duration also increases as the vampire gains levels.


  1. Are the basic classes all the equivalent of a WoD "species?" Vamp, Garou, Wraith, etc.?

    Just as a suggestion, why not adapt the disciplines (or gifts or spheres or whatever) straight over to B/X? For example, make all disciplines (each vamp starts with 3) level dependent (like thief skills), though capped at 5 magnitudes and maybe the capability of adding additional disciplines like DND3 class switching?

  2. Sorta. The four basic classes are Vampire, Werewolf, Cambion, and Witch. They aren't supposed to be exactly like their WoD counterparts. I wanted some of the VtM powers, but not all of them. My vampires are slightly different, as are my werewolves, etc. The classes are auto-set to post one a day for the next few days. (The skill bit posted early for some reason.)

  3. I love this! How much damage does taking a blood point cause a human?

    1. Humans have Blood Points equal to their Constitution, so your average Joe has 10 Blood. Heroic mortals and supernatural beings add their experience level to Blood. A mortal who drops to 75% blood drops to half hit points. A mortal who drops to half blood must make a Physical Effect save or die of heart failure. A mortal reduced to 0 Blood is killed, and the vampire may turn them into a fledgling vampire by infusing them with 3 Blood.