Liberi Gothica: Vampire
Herein are the rules for the Vampire class for Liberi Gothica. The primary attributes for the Vampire are Athleticism and Charm. The Vampire Liberi is a creature of the night, and drains the life of others through their blood. When she is strong, her vampiric nature is well hidden, but if she weakens, her undead features become readily apparent.
A Vampire is undead, but can maintain her appearance as a child by having enough life energy. As long as her own Vitality is greater than 10, she appears normal, and sunlight doesn't bother her.
At 7-9 vitality, her skin becomes pale and cold, at first only noticeable to the touch. Sunlight becomes uncomfortable to her. She feels a mild urge to feed.
At 5-6 Vitality, her fangs begin to grow, making it harder to speak clearly. She feels mild pain from any sunlight that touches her skin, and being out in sunlight at all makes her feel uncomfortable. She feels pangs of hunger, and will feed at the first convenient opportunity. A Willpower check can be made to resist this urge. She suffers a -1 penalty to all Charm checks.
At 3-4 Vitality, her eyes become hollow white orbs, and sunlight becomes dangerous to her. Any parts of open skin that come into contact with pure sunlight burn, dealing 1 damage per round. At this point, she feels a strong urge to feed, and will do so at the first opportunity. A Willpower check can be made at a -4 penalty to resist this urge. The penalty to Charm rolls increases to -2, and it is now impossible to hide her undead nature.
At 2 Vitality or less, her skin becomes extremely sensitive to the sun. If any part of her is in contact with direct sunlight, she takes 1d4 damage per round. Her hunger becomes an all-consuming urge, and she will attack anything and everything that has blood, until her hunger can be sated. A Willpower check can be made at a -8 penalty to resist this urge. The penalty on Charm rolls increases to -4.
The Vampire starts with Sanguine, and can choose from Predation, Creature of the Night, or Unholy Dominion for their other starting ability.
Sanguine: As an action, you can spend up to 10 Vitality to gain Life equal to the amount of Vitality spent. You can also spend 2 actions and 6 Vitality to restore a lost limb. You effectively spend 3 Vitality per action.
A vampire has a bite attack, but this attack is ineffective as a weapon. To bite an opponent, you need to succeed to Grapple them. If you are in control of a grapple, you may spend an action to bite them for 1d4 damage. If they are the same race as you, you gain Vitality equal to the damage dealt.
The bite attack does not deal extra damage based on your Toughness, as most melee attacks do. The bite attack can not get a bonus to damage from any source.
Sanguine Progression: 2 XP: Crunch: Bite damage improves to 1d6.
3 XP: Recovery: The maximum Vitality you can spend per action to boost your Life improves by 5.
6 XP: Rapid strike: When you first start a grapple, you get a free bite attack.
Predation[edit]
Predation: You draw upon feral instinct for power. When you select Predation, you get Deadly Claws, as well as any 2 of the following spells:
--Deadly Claws: The vampire gains talons that deal 1d6 damage. She may make two claw attacks as a single action, using the same rules as dual-wielding. These claws are Concealable.
Deadly Claws Progression --3 XP: Stronger Claws: The vampire's talons deal +1 extra damage. Each time you take this progression, it costs 1 more XP.
--2 XP: Puncture Jab: You can give your Claw attacks the Piercing weapon trait. You can not use both Reaver and Puncture Jab for the same attack.
--2 XP: Reaver: You can give your Claw attacks the Slashing weapon trait. You can not use both Reaver and Puncture Jab for the same attack.
--4 XP: Shattering Blow: You can give your Claw attacks the Crushing weapon trait.
--5 XP: Vorpal Claws: Your claws gain the Cleaving weapon trait.
--Extreme Speed: The vampire may take an extra move or attack action this turn. Costs 6 Vitality; this cannot be used multiple times in one turn.
Extreme Speed Progression: 2 XP: Cheaper: Extreme Speed costs 1 less Vitality. Each time you take this progression, it costs 1 more XP.
--Herculean Strength: The vampire gains a +6 bonus to Strength, Climb, and Jump checks, and a +3 bonus to Attack rolls and damage checks for this turn. This costs 4 Vitality; this cannot be used multiple times in one turn. This does not take an action.
Herculean Strength Progression: 3 XP: Stronger: For every 2 extra Vitality you spend, the bonuses improve by 1. You may only spend 2 Vitality per rank of Stronger you have.
2 XP: Cheaper: Herculean Strength costs 1 less Vitality. Each time you take this progression, it costs 1 more XP.
--Nosferatu's Resilience: The vampire gains a +6 bonus to any Endure or Fortitude checks until their next turn. She also gains a +3 bonus to Defense. This costs 4 Vitality; this cannot be used multiple times in one turn, and can only be activated on the vampire's turn. This does not take an action.
Nosferatu's Resilience Progression: 3 XP: Tougher: For every 2 extra Vitality you spend, the bonuses improve by 1. You may only spend 2 Vitality per rank of Tougher you have.
2 XP: Cheaper: Nosferatu's Resilience costs 1 less Vitality. Each time you take this progression, it costs 1 more XP.
--Enhanced Scent: You can use smell to locate creatures within 30 feet, and to track. You may roll a Search check at a +4 bonus to track any creature by scent, if you have some way of getting that creature's scent. You can identify different creatures by smell. This ability is not exact - you only know that creatures you can smell are close, and you can tell which general direction they are from you. The distance you can smell creatures from doubles if you are downwind, and halves if you are upwind.
Enhanced Scent Progression: 2 XP: Better Scent: Your scent range improves by 10 feet.
--Enhanced Sight: Your eyes can see more than normal humans. You make any vision-related Notice checks at a +2 bonus, and gain a +2 bonus to all ranged attacks you make. You can see just as well in total darkness as you can in broad daylight - illumination does not affect your vision.
Enhanced Sight Progressions: 3 XP: Better Eyes: The bonus to Notice and ranged attacks improves by 1. Each time you take this progression, it costs 1 more XP.
--Enhanced Hearing: You can hear extraordinarily well. You can make any sound-related Notice checks at a +4 bonus. In addition, via echolocation, you can tell where every physical object within 10 feet of you is, regardless of any visual interference. This does not work if you become deafened.
Enhanced Hearing Progressions: 2 XP: Improved Echo: Your echolocation range improves by 10 feet.
--Bloodsense: You can sense blood innately the moment a living creature enters within 20 feet of you. You know the exact distance and direction of each living creature in the area at all times. This ability ignores physical barriers.
Bloodsense progression: 2 XP: Farther: The area of your bloodsense improves by 20 feet.
Predation costs 10 xp to learn.
Predation Progression 4 XP: Instincts: The vampire gains another Predation ability
Creature of the Night[edit]
Creature of the Night: You can transform into and communicate with certain creatures. In all forms a vampire's equipment and Foci are included into the new form and all bonuses are retained.
It takes one action to transform into and back from an alternate form. You can speak with any animal you can transform into, even when not in that animal's form, but remember, their intelligence is limited. While in animal form, you must pay its maintain cost every minute, or you transform back.
Summoning animals takes 1 action. They take a varied amount of time to arrive, but arrive in a large number. If they have no way to reach you [for example, summoning wolves inside a building with the door closed], they will get as close as they can [right outside the building, in the example].
You select one form when you take this ability:
--Bat Form: The vampire may transform into a bat. The vampire is reduced to size -2, gains Enhanced Hearing, gains fly speed equal to her movement speed, and has her land movement speed halved. She also has a bite that deals 1 damage, and she gains 1 Vitality on a hit. Costs 4 Vitality to transform. You can maintain Bat form for [Athletics] minutes. It costs 2 vitality to maintain the form.
By rolling a Persuasion check and spending 2 Vitality, you can summon a swarm of bats, who follow your commands. The bats take 1d4 rounds to arrive. The bats remain for [Charm] rounds. 2d6 bats come, and for each point by which you succeed on the Persuasion check, 1d4 more bats answer your call.
Bat Form Progression: 2 XP: Cheaper Transformation: It costs 1 less Vitality to transform. Each time you take this progression, it costs 1 more XP.
4 XP: Easier Maintenance: It costs 1 less Vitality to maintain your transformation. Each time you take this progression, it costs 2 more XP.
3 XP: Cheaper Summoning: It costs 1 less Vitality to summon bats. Each time you take this progression, it costs 2 more XP.
3 XP: Extended: Your summoned bats stay for [Charm] minutes.
4 XP: Extended 2: Your summoned bats stay for [Charm] hours. Requires Extended.
--Wolf Form: The vampire may transform into a wolf. The vampire's speed becomes 40, he has a bite attack dealing 1d6 damage, and gains Enhanced Smell. Costs 4 Vitality to transform. You can maintain Wolf form for [Athletics] minutes. It costs 2 vitality to maintain the form.
By rolling a Persuasion check and spending 4 Vitality, you can summon a pack of wolves, who follow your commands. The wolves take 1d4 rounds to arrive. The wolves remain for [Charm] rounds. 1d4 wolves come, and for each point by which you succeed on the Persuasion check, 1 more wolf answers your call.
Wolf Form Progression: 3 XP: Cheaper Transformation: It costs 1 less Vitality to transform. Each time you take this progression, it costs 1 more XP.
4 XP: Easier Maintenance: It costs 1 less Vitality to maintain your transformation. Each time you take this progression, it costs 2 more XP.
2 XP: Cheaper Summoning: It costs 1 less Vitality to summon wolves. Each time you take this progression, it costs 2 more XP.
5 XP: Extended: Your summoned wolves stay for [Charm] minutes.
8 XP: Extended 2: Your summoned wolves stay for [Charm] hours. Requires Extended.
--Rat Form: The vampire may transform into a rat. The vampire is reduced to size -2 and gains Enhanced Scent. She has a bite attack that deals 1d4-1 damage in this form. Costs 2 Vitality to transform. You can maintain Rat form for [Athletics] minutes. It costs 1 vitality to maintain the form.
By rolling a Persuasion check and spending 2 Vitality, you can summon a pack of rats, who follow your commands. The rats take 1d4 rounds to arrive. The rats remain for [Charm] rounds. 1d4 rats come, and for each point by which you succeed on the Persuasion check, 1d4 more rats answer your call.
Rat Form Progression: 3 XP: Cheaper Transformation: It costs 1 less Vitality to transform. Each time you take this progression, it costs 2 more XP.
5 XP: Easier Maintenance: It costs 1 less Vitality to maintain your transformation.
3 XP: Cheaper Summoning: It costs 1 less Vitality to summon rats. Each time you take this progression, it costs 2 more XP.
4 XP: Extended: Your summoned rats stay for [Charm] minutes.
6 XP: Extended 2: Your summoned rats stay for [Charm] hours.
--Mist Form: The vampire may transform into mist as an action. As mist the vampire may not attack or be attacked, is not able to speak, and can not be hindered by anything short of an airtight seal. While in mist form, you fly at a rate equal to your normal speed. Costs 6 Vitality to transform. You can maintain Mist form for [Athletics] minutes. It costs 3 Vitality to maintain the form.
Mist Form Progression: 2 XP: Shroud of Mist: You can spend 1 Vitality to create a cloud of mist. This cloud has a radius of 40 feet, centered on you. Visibility in the mist is 10 feet. The cloud remains centered on you at all times. This shroud costs 1 vitality/minute to maintain.
1 XP: Expanded Mist: The radius of your Shroud of Mist increases by 10 feet. Requires Shroud of Mist.
1 XP: Mist Penetration: The distance you can see in your Shroud of Mist increases by 5 ft. The visibility for everyone else does not change. Requires Shroud of Mist.
2 XP: Mist Mastery: You have greater control over your Haunting Mist. You may use an action to increase or reduce the radius to any size less than the maximum. Requires Expanded Mist.
3 XP: Cheaper Transformation: It costs 1 less Vitality to transform. Each time you take this progression, it costs 1 more XP.
3 XP: Easier Maintenance: It costs 1 less Vitality to maintain your transformation. Each time you take this progression, it costs 2 more XP.
5 XP: Mist Body: You can disguise your mist form. When transforming into mist, you do not physically change in appearance - you look exactly the same as normal. However, you cannot affect or be affected by others, as normal for mist form.
Creature of the Night costs 10 XP to learn.
Creature of the Night Progression: 6 XP: Learning: Learn a new form.
2 XP: Accurate: Your summoned creatures have a +1 bonus to Attack. Each time you take this progression, it costs 1 more XP.
2 XP: Invincible: Your summoned creatures have a +1 bonus to Defense. Each time you take this progression, it costs 1 more XP.
2 XP: Tough: Your summoned creatures have +2 Life. Each time you take this progression, it costs 1 more XP.
4 XP: Big: By spending an extra 4 Vitality, you may make your summoned creatures 1 size larger. When using this ability, you get extra creatures for every 2 points you beat your persuasion check, instead of every point.
8 XP: Huge: By spending an extra 10 Vitality, you may make your summoned creatures 2 sizes larger. When using this ability, you get extra creatures for every 3 points you beat your persuasion check, instead of every point. Requires Big.
Size Changes:
The following changes alter TACKS as well as Secondary attributes. The Secondary attributes' changes already reflect the TACKS changes.
- Big: Increase the animals' abilities as follows:
T: +2 A: +1 C: - K: - S: -
Life: +3
Vitality: +2
Attack: No change
Defense: No change
Size: Increase by 1
Damage: Increase damage by 1 weapon size. Alter for new Toughness.
- Huge: Increase the animals' abilities as follows:
T: +4 A: +3 C: - K: - S: +1
Life: +12
Vitality: +5
Attack: +1
Defense: +1
Size: Increase by 2
Damage: Increase damage by 2 weapon sizes. Alter for new Toughness.
Unholy Dominion[edit]
Unholy Dominion: The vampire excels at tricking and dominating her opponents.
Choose one of the following powers upon taking Unholy Dominion:
--Enthralling Embrace: You can force your prey to be calm for you.
When a vampire bites a living creature, it can try to beat the creature with a Persuasion check against a Willpower check. If the creature fails the check, then it willingly fails all its grapple checks to escape the Vampire. During each of your turns, another Persuasion vs. Willpower check is made. If the target succeeds on this check, they are immune to this ability for 1 minute.
Enthralling Embrace Progression: 8 XP: Aura of Terror: Anyone who tries to approach the vampire while she is feeding using Enthralling Embrace must also make a Willpower check against her Persuasion check. If they fail, they are unable to come within 10 feet of the vampire. A person affected by this ability can make a new check once per round.
4 XP: Lure: If you succeed against with a Persuasion check against the target's Willpower, they will not move, and automatically fail their next Grapple check against you. You can not use this power on someone you are currently grappling.
--Hypnosis: The vampire tries to place a target in a trance.
As an action that costs 4 Vitality, roll Persuasion versus the Willpower of a target within 20 ft. If the target fails, then the vampire may issue one simple command that must be followed by the target if possible. A hypnotized subject is idle if not acting upon a command, and will not do anything unless commanded to do so. After the command is completed the subject will remain idle until it breaks free, is given another command, or is dismissed.
Every round after the first that the Hypnosis continues, the target may make another Willpower roll to try and beat the original Persuasion roll and end the Hypnosis. The vampire may end the Hypnosis at any time. As soon as the target succeeds at a Willpower roll, they break free. You can have a maximum of one hypnotized subject at a time.
Hypnosis Progression: 3 XP: Extended 1: The target gets a new Willpower check to resist every [Charm] rounds instead.
5 XP: Extended 2: The target gets a new willpower check to resist every minute instead. Requires Extended 1.
7 XP: Extended 3: The target gets a new willpower check to resist every [Charm] minutes instead. Requires Extended 2.
9 XP: Extended 4: The target gets a new willpower check to resist every hour instead. Requires Extended 3.
11 XP: Extended 5: The target gets a new willpower check to resist every [Charm] hours instead. Requires Extended 4.
13 XP: Extended 6: The target gets a new willpower check to resist every day instead. Requires Extended 5.
15 XP: Extended 7: The target gets a new willpower check to resist every [Charm] days instead. Requires Extended 6.
3 XP: Cheaper: It costs 1 less vitality to hypnotize someone. Each time you take this progression, it costs 2 more XP.
3 XP: Multitask: You can hypnotize one additional subject simultaneously. Each time you take this progression, it costs 2 more XP.
--Doppelganger: The vampire can take on the forms of others.
The vampire is capable of changing its physical appearance to be identical to the appearance of anyone whose blood she has drained Vitality from. This gives her a +4 bonus to Disguise and Trick checks to make people believe she is that person. It costs 2 Vitality and 2 actions to shapeshift into the form, and it lasts for [Charm] minutes. You can pay 1 Vitality to maintain the form.
Doppelganger progressions: 3 XP: Extended 1: The form lasts for 1 hour instead.
4 XP: Extended 2: The form lasts for [Charm] hours instead. Requires Extended 1.
5 XP: Extended 3: The form lasts for 1 day instead. Requires Extended 2.
2 XP: Convincing Form: The bonus to Disguise and Trick improves by 2. Each time you take this progression, it costs 2 more XP.
--Subterfuge: The vampire is very good at deception. She gains a +1 bonus to Disguise, Stealth, Tease, and Trick.
Subterfuge Progression: 4 XP: Improved Subterfuge: You gain an additional +1 bonus with the listed skills. Each time you take this progression, it costs 2 more XP.
Unholy Dominion costs 6 XP to learn.
Unholy Dominion Progression: 4 XP: Learning: Gain another Unholy Dominion ability.