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Introduction
Modern Mortum introduces three new vampire basic classes and two advanced
classes. The goal was to provide a balanced vampire player character class complete
with feats and other options. These classes can be used in low FX to high FX
campaign worlds at your choosing. Whenever possible we try to offer generic options
that will be useable in virtually any modern or future timeframe.
Vampires have a wide variety of powers from literature, legend and created from
many other RPG products. What is collected here is a blend of legend, sci-fi and
original material.
Vampirism is an aggressive, parasitic virus that slowly takes over a humanoid host.
The virus itself becomes somewhat sentient and influences the behavior of the host.
The body’s tissue is slowly consumed and genetically altered to allow the virus to
take in sustenance (blood), protect the host and spread the virus. Through mental
discipline and certain medical techniques the virus can be “guided” in development.
Hosts without the means or desire to control the virus eventually are completely
consumed by it becoming more the like the rogue vampires of myth. But if
harnessed, vampires can control the virus and it’s alteration of the body, mind and
soul.
The vampire philosophers have developed the methods by which the virus is
controlled. Which methods are “best” is the source of many political battles within
the vampire society. These techniques break down in to three broad philosophies;
Mind, Body and Soul. Most vampires embrace more than one philosophy and many
attempt to blend the best of all three.
The virus itself has the ability to enhance the bodies speed and strength, improve the
host’s resistance to damage, control the minds of humans or animals, hypnotize prey
and even shape the body in to new forms.
Cerebrum, Vitalis and Animus are the classes that correspond with the philosophies
of Mind, Body and Soul respectively. Each is a “basic” class. Each has access to a
select list of vampire talents and general vampire feats. Typically, a character isn’t
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considered a full vampire until they have acquired 4 or more levels in vampire
classes.
Cerebrum characters focus on the development of the mental powers of the virus.
These vampires specialize in affecting the minds of humans (or humanoids) as well
as some animals. Lacking the physical strength of the Vitalis, the Cerebrum will
paralyze a foe first and then consume them. Cerebrum are the most “human”
appearing of the vampires. The Cerebrum typically keep a large circle of friends and
guards. They blend with night-life culture well.
The virus makes dramatic changes to the body in order to protect the host; thereby
extending the life of the virus. Vitalis characters encourage and enhance the
alteration of the body. Vitalis can be incredibly strong and preternaturally quick.
They are also nearly impervious to physical damage. These vampires display the
more monstrous physical traits; claws, exposed muscle tissue, powerful jaws, etc.
They are the warriors of the vampire society.
Most scientific minds argue that the vampires are nothing more than parasitic hosts;
victims of a virulent disease. But few can rationalize the powers of the Animus. The
virus itself is aware. It thinks, feels and desires. It compels the host. Animus
characters give in to the desires of the virus. According to them this is the true
expression of the virus and thus the true nature of the vampire. The Animus has no
desire to retain its humanity. This freedom allows them to completely change forms,
feed more aggressively and hide from mortals. Animus are hard to spot as they often
alter their true forms or simply go unseen. The Animus study the virus itself and
strive to discard their former humanity.
The vampire basic classes can be selected just as any other basic class. They are
usable as stand-alone classes or in conjunction with other basic classes from the core
rules. Vampire characters retain there Con scores and use Con normally. What
changes is their physiology. They eventually become inhuman and become an
irreversible mutation. In the end, they have entirely new organs, hardened skeletal
structures, enhanced muscle tissue and altered senses.
The Fall:
Vampirism is a blood borne virus. It propagates via blood to blood contact. Only the
blood of a character possessing 4 or more combined vampire levels can infect
another host. This can be accomplished by willingly consuming the blood of a
vampire or unwillingly by exposure to vampire blood. Some sects are known to
capture victims and inject them with infected blood.
A character can have up to 3 vampire levels in any of the three classes before they
“fall to darkness.” Upon acquiring the 4th level in a vampire class they can no longer
stand sunlight. A character with up to 3 levels of vampire classes is still considered
“living” and still retains its original racial type and benefits. When 4 levels of
combined vampire classes are obtained, the vampire loses all other racial benefits
and becomes racial type vampire.
Vampires can be hard to kill and the virus struggles desperately to survive. After 4 th
level the character is immediately dead at 0 HP (no HP loss to -10). Once the host is
reduced to 0 HP the virus makes a desperate attempt to continue by violently flexing
all the body’s muscle; forcing blood to spew in all directions in a 20’ radius. Any one
caught in the spray can become infected if they fail a Fort save DC 10 + 1 for every
vampire level above 3 possessed by the slain vampire (DC 11 for a character with 4
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vampire levels, DC 12 for 5 levels, etc.) Characters that have slashing or puncture
wounds suffer an additional penalty to this save equal to -2 for each 25% of their
total HP they have lost to lethal damage. Characters injected with fresh blood (one
hour or less after removal from the vampire), automatically fail the save. Anyone
casually encountering a fresh kill (handling blood, moving body parts, walking
through the 20’ area where a vampire died, etc.) must Fort save DC 10. After one
hour the virus dies and further contact is harmless. Killing a vampire by Coup de
Grace with a rosewood stake kills the vampire and the virus so suddenly it can not
react; it is the only known way to safely kill a vampire.
Once infected a character has until sunset of the next day to find a cure. Other cures
may exist, but the most well known cure is a Remove Curse spell cast before the first
sunset after infection. This is known to vampires as their “Last Day”. At dawn
following the Last Day, the character feels the effects of the virus for the first time.
They become ill and experience mild pain through out the body that radiates from
the heart, lower abdomen and brain. Light seems painful and noises are louder.
These symptoms are mild and do not incur any game affecting penalties. These
symptoms get worse on the 3rd day imposing a -1 penalty to all attack rolls, saves
and skill checks. At sunset of the 3rd day all symptoms vanish.
After 3 days the GM can pick between two options, either the character immediately
loses a level of his choosing and selects a level of vampire or the character becomes
a carrier and will have to select a level of vampire upon qualifying for a new level. As
a general rule, a character shouldn’t be allowed to simply gain a new level. If the
character waits until gaining a new level, the hero will still experience discomfort in
daylight. They might start craving raw meat or staying up at night. They might also
gain a more youthful appearance with fewer wrinkles, less gray hairs and generally
appear more vibrant; especially at night. These changes are not significant enough
to gain any real bonuses or penalties, but should be pointed out to the character
from time to time.
Feeding:
All vampires need to feed to some degree each night. They prefer humanoid blood.
The draining is represented in temporary Constitution loss by the victim. To remain
at full strength a vampire must drain 2 points of Constitution from a humanoid per
day. Indeed, the vampires Constitution draining ability only works on humanoid
victims. At dawn of the next day after this Constitution loss, the victim must make a
DC 18 Fortitude save for each lost point or the loss is permanent (remember to
account for minuses due to reduced Con). If a victim is reduced to 0 Constitution
they are dead. Contrary to popular myth, these victims do not become vampires.
Certain divine rituals can restore the loss of Constitution as well as the 4 th level
Divine spell Restoration. Humanoids killed in this way can not be restored to life, but
can be animated as undead (in an FX setting).
A vampire can “stockpile” up to 1 day per vampire level by consuming more blood
(Constitution) than required. The total amount must be the same. For example, a
character with 5 vampire levels must consume 10 points of Con to last 5 days. This
drain must be from the same victim in order to stockpile. If a vampire drains
Constitution from more than one source, only the highest amount of drain is counted
toward stockpiling.
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resulting euphoria also increases all attack rolls, saves and skill checks by a +1
Morale bonus for 1d3 hours after the death. The Morale bonus is accumulative with
each victim up to a maximum of +3. If the vampire desires, they can “save” a victim
by immediately giving their own blood within 5 minutes of the victim’s death. This
costs the vampire one temporary Constitution point that can be restored by one night
of rest (this Constitution is recovered normally with no save required). A victim
saved in this way automatically becomes infected.
Each day a vampire goes without adequate feeding reduces all saves, attack rolls
and skill checks by -1 (accumulative). After three days the vampire must make a Will
save DC 10 + the number of days without feeding every time a living creature is
detected (don’t forget the saving throw penalties) or immediately attempt to feed on
the creature. After 5 days the vampire must make a Fort save DC 18 or go in to an
uncontrolled frenzy. The character is under GM control and will seek out the nearest
source of food immediately. If the vampire is restrained or otherwise prevented from
feeding for 7 full nights, the vampire must make a Will Save DC 20 or fall in to a
coma-like stasis. Feeding less than the required amount is ineffective.
When a vampire can not feed adequately for long periods, the virus will “shut down”
the host until food sources return. Vampires call this state simply “stasis”. Vampires
in stasis appear as emaciated dead bodies. Vampires can sense the presence of the
virus in other hosts; even while in stasis. Mortals trained in Arcane Lore or Life
Sciences can use their Knowledge skill to detect that the vampire is in stasis,
otherwise, they simply appear dead and mummified. In order to re-awaken a
vampire from stasis a humanoid must be sacrificed and carefully fed to the
unconscious vampire. The vampire will awaken weakened with no sustenance in
reserve. She suffers -5 to hit, damage, saves and skill checks until she can feed
normally for one night (2 points of Constitution drain from a humanoid; animals will
not be effective). Once normal feeding for one night is accomplished the vampire is
completely restored.
A vampire can attempt to feed on non-human life (when not recovering from stasis).
However, larger quantities of blood are required and the feeding isn’t completely
sustaining. Two HD of non-human life must be consumed per level of the vampire.
This process invariably kills the animal. Thus a 5th level vampire must kill 10 HD
worth of animal life to be sustained for one day. Even if the full requirement is met,
the vampire suffers -1 to all saves, attack rolls and skill checks until a humanoid host
is bled for 2 points of Constitution.
At 1st through 3rd level the vampire character takes -1 / level to attack rolls, saves and
skill checks while in direct sunlight. Concentration checks may be required to
perform some actions at the GM discretion. Wearing clothing that completely covers
the body (including the face) and dark sunglasses provides a +1 offset bonus. This
effectively negates the penalty at 1st level and lessens the penalty for 2nd and 3rd level
by 1 point.
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At 4th level and beyond, the vampire can no longer stand the light of day. If exposed
to sunlight a vampire loses 1 level for each round of exposure until all vampire levels
are removed. Once this happens the host dies regardless if the PC has other levels.
At sunset, a vampire may make a DC 18 Fortitude save for each lost level. Failure of
this save means that the level loss is permanent; drop the characters XP to half way
between levels. A character that loses a level to sunlight is horribly burned by the
experience. These burns remain a very long time. Subtract 2 from the characters
Charisma for each independent exposure. This can be repaired with a Restoration
spell; although few priests would cast it on such a cursed creature.
In addition a full vampire can not remain conscious during the day. Vampires fall
unconscious 10 minutes after sunrise and wake 10 minutes before sunset unless they
are more than 1 mile underground. Vampires do not dream. Dealing 1 point of
damage to a “sleeping” vampire awakens it as status Shaken. The vampire remains
shaken until 10 minutes before sunset. Vampires more than a mile below the surface
do not need to rest and are not affected by the day cycle.
Metabolism:
The virus doesn’t need to maintain the human metabolism. Organs and tissues are
altered be more efficient and better suited to the virus. As the disease progresses
the body temperature cools, the heart rate slows and breathing becomes very
shallow. By 3rd level the vampire will appear dead to any one who casually checks
without any instrumentation or monitoring devices. By 4th level signs of life are not
detectable with normal medical science. Some research facilities specializing in
vampirism may have this capacity. Such facilities are usually run by other vampires.
In game terms, vampire characters slowly become immune to poison and disease.
Each of the vampire basic classes has differing progressions. The first level is Viral
Resistance which gains the vampire +4 to Fort saves versus poison and disease. The
second tier is Viral Protection where the vampire becomes immune to poison and
disease.
By the time the character is 4th level their organs and skeletal structure will be fully
complete. New organs specialized to the vampire replace the old. The old organs
are passed from the body in traumatic fashion. The bone structure hardens and fills
in gaps around the chest. These changes increase in degree as the character
acquires more vampire talents. Characters trained in Knowledge: Earth and Life
Science can spot an Animus with a 15 Spot check, Vitalis with a 20 Spot check and
Cerebrum with a 25 Spot check. Vampires actively attempting to hide can increase
the check by 10 by wearing bulky clothing, make-up and sunglasses.
While the inside of the vampire undergoes radical changes, the outside appears
unchanged to most observers. Vampires never age. Wounds heal over without
scars. They remain forever unchanged unless exposed to fire, acid or sunlight.
Enhanced Senses:
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Vampire characters acquire low-light vision nearly immediately upon taking a single
vampire level. Later, vampires acquire Darkvision. Upon taking 4 vampire levels the
character gains a +2 bonus to Spot and Listen at night.
Substance Allergy:
Vampires can gain various amounts of damage reduction depending on class and
talents chosen. This damage reduction is bypassed with silver weapons and weapons
with +1 damage bonuses (masterwork or magical). As mentioned above a rosewood
stake is required to deliver a coup de grace with enough speed to prevent a virus
explosion. Other methods of coup de grace will induce the virus to react normally.
Otherwise, vampire characters are unaffected by garlic, mirrors, running water, holy
water, religious symbols or consecrated ground. However, many vampires have
superstitions about such materials and may react as if these items had real power
over them.
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Climb (Str)
Vampires with claws reduce climb surface DC by 5.
Disguise (Cha)
A vampire can add 5 to her disguise check to simply appear human. This counts as
“minor details only.”
Check Knowledge
10 Vampires are real
Vampirism is a thought to be a blood
15 virus
20 Identify vampire bites
Recognize symptoms of vampirism;
25 weaknesses
Recognize vampire movement and bone
30 structure; make a Treat Injury attempt
35 Identify vampires by class
40 Anything in the book
Any ordinary person will be familiar with vampire myths. These checks represent the
characters ability to make statements of fact. “Yes, your Honor. The wounds found
on the victim’s body were consistent in depth, spacing and angle to other vampire
bites. In addition the contusions around the wound indicated a very strong bite.”
Spot (Wis)
Vampires can range in appearance from completely human to grotesque. Spotting a
vampire in a crowd can be difficult. Below is a chart with recommended Spot
modifiers. Spotting a vampire is a base DC of 15 for Animus, 20 for Vitalis and 25 for
Cerebrum.
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Greater Fangs -2
Greater Feeding -2
Greater Resilience +2
Greater Talons -4
Humanity +8
Improved Feeding -2
Numbing Touch -1
Resilience +2
Supernatural Strength -2
Talons -2
Vampire Agility -2
Vampire Strength -2
Vampiric Knowledge +10
Most people won’t be looking for vampires and won’t casually “spot” them. An NPC
should only be allowed to look for vampires if they have some reason to be looking,
they are a vampire themselves or they have 13 ranks in Arcane Lore or Earth and Life
Sciences.
Obstruction (Int)
This skill represents the vampire’s ability to hide the visible signs of feeding on a
humanoid; thus “obstructing” the investigation into wounds or deaths caused by
vampires. Examples include the use of small cuts in the place of biting, biting in
unobvious areas, taking care not to traumatize the wound site and even providing
some limited medical aid to the victim afterward. The vampire makes an Obstruction
check opposes by the examiners Spot check. In this case, an “examiner” can be the
victim, another person providing medical aid or (in case of a death) the Medical
Examiner of City Morgue. Anyone who examines the wound within 12 hours of the
attack receives a Spot check. If the vampire loses, then the examiner can determine
that the wound was some sort of bite and that someone attempted to hide the cause.
Examiners aware of Shadow might conclude the cause to be a vampire. Other
examiners might conclude “cult activity” or perhaps a psychopath.
Try again?: The vampire may not take 10 or try again when making an Obstruction
check.
Vampire Feats
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Several new feats are introduced in Modern Mortum. These feats are only available
to characters with one or more vampire class levels. The exception is the Vampiric
Knowledge and Resist Drain feats.
ASCENDED [General]
You have ascended beyond the need for human blood.
Prerequisite: 10 or more vampire class levels, Slated Thirst
Benefit: You can now feed on animal blood with the same effectiveness as human
blood. You can gain one day’s sustenance by draining one point of Constitution per
day from any animal.
Normal: You must drain 2 points of humanoid Constitution per day.
BECKON [General]
Victims are drawn to you.
Prerequisite: Daze
Benefit: Target humanoid that can see you must succeed at a Will save or close to
within 5’ of the vampire. The target will do whatever she can to circumvent
obstacles including attack those that try to restrain her. The DC of the Will save is
equal to 10 + ½ the vampires level plus Int modifier. The effect ends when the
target finishes its movement with in 5’ of the vampire.
DAZE [General]
You can momentarily daze opponents with your gaze
Prerequisite: One level of Vampire class
Benefit: Target is dazed for 1 round if they fail a Will save DC equal to 10 + 1/2
Vampire level + Cha Mod. Target must be able to see you and be within close range
(25’ + 5’ per vampire level).
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HUMANITY [General]
You have retained more of your humanity than normal.
Prerequisite: 1 level of a vampire class
Benefit: Add +8 to the DC required to Spot you as a vampire.
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+2 bonus to saves to recover negative energy levels and Constitution points lost due
to vampires.
RESTLESS [Vampire]
You can remain awake longer than other vampires.
Prerequisite: 4 or more combined level in any vampire class.
Benefit: You may remain conscious up to 2 hours after sunrise and awaken again up
to 2 hours before sunset. You suffer normal penalties for being awakened during
mid-day.
Normal: You fall in to a coma 10 minutes after sunrise until 10 minutes before
sunset.
SLEEPLESS [Vampire]
You do not hibernate during the day.
Prerequisite: Restless
Benefit: You suffer no ill affects during the day so long as you stay out of direct
sunlight.
Normal: You fall in to a coma 10 minutes after sunrise until 10 minutes before
sunset.
TALONS [General]
Your fingernails become hardened and sharp
Prerequisite: One level of Vampire class
Benefit: You unarmed attacks are now considered armed. You deal 1d4 + Str mod
damage on each hit. Normal two-weapon penalties apply. Talons can make a
vampire easier to spot.
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BREAK
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A vampire chooses what path to walk each time they gain a vampire level. The three
basic vampire classes can be selected just as any of the basic classes from the d20
Modern core rules.
A character may choose to start a vampire character at first level. Doing assumes
that the character was either born a vampire or is freshly infected. It is also possible
to acquire vampire levels in “mid-career” after becoming infected by a full vampire.
As stated earlier, the character can decide to lose a level and immediately gain a
vampire level or wait until they qualify for a new level.
Gaining one level of any vampire class requires the character to begin feeding on
blood nightly and makes the character sensitive to ultraviolet light.
After acquiring 4 levels in any combination of vampire classes they become a full
vampire. They lose all racial benefits and become racial type “vampire”. They gain a
racial bonus of +2 to Spot, Listen, Hide and Move Silently. They can no longer stand
daylight and can no longer remain conscious during the day (see Sunlight and
Ultraviolet allergy). Full vampires automatically make saves against Massive
Damage and immediately die (see “The Fall”) if reduced to 0 hit points.
Animus
The virus modifies the mind, body and soul in dramatic ways. Each of the classes
represents a structured philosophy that the vampire studies to help guide the virus
and control it growth. If uncontrolled, the virus rapidly consumes the host leaving no
trace of its former “self” and becomes a monstrous undead as described in the d20
Modern core rules. But with the training of a mentor a vampire can remain in control
of the virus and shape it to her will.
The Animus focus the virus on the soul, they leave their humanity behind them in
favor of the new creature they have become. They lose their connection to the living
world and become introverted and secretive. This disconnection allows them to go
unseen in crowds, change forms and regenerate.
To be a predator is the very nature of the vampire. The Animus see themselves as
something of a spiritual guide to others. They fill in the gap from humanity to
vampire with reasonable justifications. They talk about “natural order” and “modern
evolution” to help those troubled with their new situation. Sometimes the Animus
dabble in arcane arts and some seek power through divine channels typically feared
by mortals.
The Animus relies primarily on Wisdom but also benefits from high Dexterity and
Charisma.
Hit Dice: d6
Skills: Concentration (Con), Craft (Chemical, Visual Art, Writing, Structural), Disguise
(Cha), Gamble (Wis), Hide (Dex), Investigate (Int), Knowledge (Arcane Lore, Art,
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Behavior Science, Earth & Life Sciences, History, Physical Sciences, Streetwise,
Theology), Listen (Wis), Obstruction (Int), Move Silently (Dex), Read/Write Lang.,
Speak Lang., Spot (Wis)
Feats: An Animus character starts with either Simple Weapons or Anarchic Weapons
and one other Feat of his choosing.
Talents: At 1st, 3rd, 5th, 7th, and 9th level, the Animus selects a talent from the
following talent trees. Some trees have a set order that must be followed, while
others provide a list to choose from. As long as the character qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once
unless expressly indicated.
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when this talent is acquired. This talent can be taken multiple times; each time gains
a new form. Pre-requisite: Alter Form
Avian Form: The vampire can change in to the form of a flying creature. Suggested
forms are bat, raven, or great owl. The vampire selects one form at the time he
chooses the talent. Each time the vampire chooses this talent he can pick a new
form. The chosen form must size Small or Medium. Pre-requisite: Animal Form
Low-light vision: The Animus gain low-light vision as described in the d20 Modern
core rules at 1st level.
Darkvision: At 5th level the Animus gain darkvision. This works exactly as described
in the d20 Modern core rules.
Viral Resistance: The virus radically alters the physiology of the host. Toxins and
diseases that normally affect humans have little to no effect on vampires. At 3 rd level
the Animus receive a +4 bonus to all poison and disease saving throws. If the
character already has the benefit of Viral Resistance from another class, then the
hero gains Viral Protection instead.
Viral Protection: At 7th level the Animus become completely immune to poison and
disease. If the hero already benefits from Viral Protection, no additional benefit is
gained.
Bonus Feats: An Animus gains a bonus feat of his choosing at 2nd, 4th, 6th, 8th and
10th level. This feat must be chosen from the following list; the vampire must meet
all the requirements for the feat. Any feat listed in section 2, Alertness, Combat
Throw, Deceptive, Defensive Martial Arts, Educated, Frightful Presence, Run,
Stealthy or Low Profile
Cerebrum
The Cerebrum follows the path of the Mind. The virus has many mind altering effects
that help it paralyze prey and keep the host out of danger. The Cerebrum becomes
the “alluring vampire” that calls to victims who appear to come willingly to her arms
and death. However, it is not extreme beauty that traps her prey, but her powerful
mental call.
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Cerebrum are very social and typically have no trouble passing as human in a crowd.
They are no less monstrous in their feeding requirements. Typically a Cerebrum will
draw in its prey without a fight and then suddenly attack.
The Cerebrum primary ability is Intelligence with Charisma being a good secondary
ability.
Hit Dice: d6
Skills: Bluff (Cha), Craft (Chemical, Visual Art, Writing), Diplomacy (Cha), Disguise
(Cha), Gather Info (Int), Intimidate (Cha), Handle Animal (Cha), Knowledge (Arcane
Lore, Art, Behavior Science, Earth & Life Sci, History, Pop Culture, Physical Sci,
Streetwise, Theology) Obstruction (Int), Read/Write Lang., Sense Motive (Wis), Speak
Language.
Feats: A Cerebrum hero starts with either Simple Weapons (or Anarchic Weapons if
starting a 1st level vampire) and one other Feat of her choosing.
Talents: At 1st, 3rd, 5th, 7th, and 9th level, the Cerebrum selects a talent from the
following talent trees. Some trees have a set order that must be followed, while
others provide a list to choose from. As long as the character qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once
unless expressly indicated.
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The Cerebrum excels at bewitching humanoids. The save DC to resist these effects is
always 10 + ½ Cerebrum Level + Int mod. These talents are only effective on
humanoids. Unless otherwise stated, a Cerebrum can only use these talents 3 times
per day.
Winning Smile: The hero can smile warmly at a target captivating them while they
continue to hold their gaze. If the victim fails a Will save they can do nothing other
than look in to the vampire’s eyes. The victim is still entirely aware of their
surroundings and can still speak; they just can’t move or look away. Any hostile
action by the vampire or one of the vampires allies (drawing a weapon, beginning a
spell, charging at the victim, initiating a grapple attack, etc) breaks the effect.
Anything that blocks the vampire from the victim’s sight also breaks the effect. The
vampire can only attempt to use this power only once on the same victim per night.
The vampire must concentrate all their attention on the victim. Walking toward the
victim with no visible weapons (claws are visible weapons) is not a “hostile” action.
The victim will allow the vampire to approach to within 5 feet.
Proposition: By spending 1 minute in conversation the Cerebrum may make a
minor suggestion to the target. The victim must not feel threatened and the
suggestion should seem reasonable. If the victim fails a Will save, they will comply
with the suggestion for 1 minute per Cerebrum level or until the suggestion is
complete, which ever is shorter. Some examples include asking a Bouncer for
backstage access, convincing a police officer to let the hero off with a warning or
suggesting that a guard get more comfortable by slipping out of his armor. Pre-
requisite: Winning Smile
Allure: If the victim fails a Will save, they believe the vampire to be a cherished
friend or lover and will react accordingly. If some situation arises that places the
victim in overt danger they receive another saving throw with +6 to their roll. If the
victim takes one point of lethal or ability damage from any source the effect ends.
Allure wears off after 1 hour per Cerebrum level. Pre-requisite: Proposition
Glamour: The Cerebrum radiates a mental call to all creatures within 30’. This
effect grants the Cerebrum a +4 enhancement bonus to her Charisma in all her
interactions with humanoids. Humanoids that leave the area of effect perceive the
vampire normally and are not aware of the effect. This effect is constant, but can be
suppressed or re-activated as a free action. Pre-requisite: Allure
Greater Darkvision: The Cerebrum have superior visual ability and can see farther
in absolute darkness than normal upon reaching 5th level. Darkvision extends to
120’.
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Viral Resistance: The Cerebrum focus the virus on the mind and thus slow the
development of the body. They gain a +4 bonus to poison and disease saving throws
at 7th level. If the vampire already benefits from Viral Resistance, then the vampire
gains Viral Protection instead.
Viral Protection: Cerebrum gain immunity to poison and disease at 10th level.
Bonus Feats: The Cerebrum gains a bonus feat of his choosing at 2 nd, 4th, 6th, 8th
and 10th level. This feat must be chosen from the following list; the vampire must
meet all the requirements for the feat. Any vampire feat or general feat listed in
section 2, Alertness, Attentive, Deceptive, Educated, Frightful Presence, Defensive
Martial Arts or Animal Affinity
Vitalis
The Vitalis follow the path of the body. These vampires often become warriors or
“enforcers” for underground organizations. The Vitalis are known for their immense
strength and swiftness. But even more legendary is their ability to absorb damage.
Normal weapons are often useless against them. The strongest Vitalis can literally
tear an opponent apart bare-handed.
Strength and Dexterity are both good primary abilities for Vitalis.
Class Skills:
Climb (Str), Craft (Structural), Intimidate (Cha), Jump (Str), Knowledge (Arcane Lore,
History, Streetwise, Theology, Tactics), Obstruction (Int), Read/Write Lang., Repair
(Int), Speak Language, Swim (Str)
Feats: A Vitalis character starts with either Simple Weapons (or Anarchic Weapons if
starting a 1st level vampire) and one other Feat of his choosing (at 1st level).
Talents: At 1st, 3rd, 5th, 7th, and 9th level, the Vitalis selects a talent from the
following talent trees. Some trees have a set order that must be followed, while
others provide a list to choose from. As long as the character qualifies, he or she can
select freely from any and all talent trees. No talent can be selected more than once
unless expressly indicated.
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Low-light vision: The Vitalis have the poorest night vision of the basic vampire
classes and do not gain low-light vision until 4th level.
Talons or Fangs: At 5th level the Vital can select either the Talons feat or the Fangs
feat for free.
Viral Resistance: The Vitalis gain +4 to poison and disease saves at 1st level.
Viral Protection: Vitalis become immune to poison and disease at 3rd level.
Bonus Feats: The Vitalis gains a bonus feat of his choosing at 2 nd, 4th, 6th, 8th and
10th level. This feat must be chosen from the following list; the vampire must meet
all the requirements for the feat. Any feat listed in section 2, Alertness, Athletic,
Acrobatic, Brawl, Combat Martial Arts, Combat Throw, Run, Sunder or Toughness.
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BREAK
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The Redeemer
Vampires are not always willing to make the change from human to predator. Some
grow to have guilty conscious. Some go even farther and hunt down others of their
kind for execution. Whatever their origin, Redeemers reject vampire heritage and try
to reclaim the day. They strive to gain the advantages of the virus and shed the
weaknesses. They accomplish this by reigning in their predator instincts and force of
will. They endure hardship and slowly gain benefits beyond their nighttime brothers.
In order to maintain these abilities the Redeemer must not feed on humanoid hosts.
However, they do not gain special advantages in resisting their natural urges. If they
do feed on a humanoid host, they lose all class benefits of the Redeemer except BAB,
saves and hit dice for one week per Constitution point consumed.
Requirements:
Four levels in vampire classes including at least 1 level of Vitalis.
Great Resilience Vitalis talent.
Class Information:
Class Skills: Climb (Str), Craft: Structure, Mechanical (Int), Navigate (Int),
Demolitions (Int), Jump (Str), Knowledge: Arcane Lore, Tactics (Int), Listen (Wis),
Read/Write Languages, Repair (Int), Speak Languages, Spot (Wis), Survival (Wis).
Hit Dice: d8
Sunlight Penalty:
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The hero is immune to damage from non-solar ultraviolet light sources. Beginning at
1st level the vampire is not destroyed by sunlight, but still takes a penalty to attack
rolls, skills and saves. At 1 st level this penalty is -4 and every three levels the penalty
improves by 2 (-2 at 4th and 0 at 7th). This penalty can be reduced by one by wearing
protective gear that covers the entire body from direct sunlight (the penalty can be
improved beyond 0).
This ability grants no special ability for the vampire to remain conscious during the
day. The vampire must select the Restless and Sleepless feats to be unaffected by
day coma. Forced consciousness can be achieved by inflicting 5 HP damage every
hour from a source other than the hero after slipping in to unconsciousness. This
damage can not be healed until nightfall. If the vampire has Regeneration then this
damage must be fire or acid damage.
Weapon Focus:
At 1st level, the Redeemer gains the Weapon Focus class feature, providing the
benefit of the feat with the same name. The hero chooses a specific type or caliber of
weapon. The Redeemer can choose unarmed strike or grapple as the weapon. The
hero must be proficient with the chosen weapon. Examples include long sword, short
sword, katana, 9mm handgun, 7.62mm assault rifle, 7.62mm sniper rifle, etc.
The Redeemer adds +1 to all attack rolls made using the selected weapon.
Weapon Specialization:
At 2nd level, a Redeemer gains weapon specialization with a specific melee or ranged
weapon that he or she also has applied the Weapon Focus feat or class feature to.
The hero gets a +2 bonus on damage rolls with the chosen weapon. At 8 th level a
Redeemer can improve this damage bonus to +4 with any weapon for which they
have chosen the weapon specialization feat or class ability.
Nemesis:
The hero selects a type of creature as a nemesis. This type can be anything other
than humanoid. The Redeemer gains a +2 Nemesis bonus to damage, Spot, Survival
and Listen checks against their nemesis. At 7th level the hero can select another
creature type (still excluding humanoid). In addition the vampire can at +2 to checks
against any other nemesis selected including one newly selected.
Regeneration 2:
The Redeemer increases their self-healing powers to 2 hit points per round on the
vampire’s initiative. Fire or Acid damage is healed at a rate of 1 hit point per hour.
Severed limbs can be reattached, but not re-grown. The vampire is still destroyed at
0 HP and explodes in a cloud of virus particles as normal.
Impervious:
The vampire transcends some of the traditional weaknesses. Damage Reduction
improves to 10/+2; silver no longer bypasses damage reduction. A rose wood stake
to the heart (coup de grace) will still destroy the Redeemer.
Bonus Feats:
At 3rd, 6th and 9th level the Redeemer qualifies for a bonus feat from the following list.
The hero must still meet all requirements of these feats. Combat Martial Arts, Brawl,
Dodge, Mobility, Improved Brawl, Athletic, Educated, Builder, Alertness, Guide and
any Vampire or General Vampire feat.
Silencer
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Vampires never grow old, they are not susceptible to human disease, they heal
without scars, and if left alone, will live forever. But none of them have yet. When a
Monarch tires of an adversary or when vampire must fight vampire, the Silencers are
called.
Typically pulled from the ranks of the Vitalis, the Silencers are segregated and
trained to kill vampires. They work as assassins, hit teams or basic enforcers inside
the vampire society. The few rogue Silencers that survive escaping their family
influence usually spend lifetimes inflicting vengeance and retribution on their
brethren.
Silencers have been trained for millennia. They follow codes of conduct that place
them above all, save the Monarchs. Silencers typically answer only to higher ranking
members or directly to a Monarch or an Heir.
Requirements:
4 levels in vampire classes including one level of Vitalis
Class Skills:
Balance (Dex), Climb (Str), Craft (Structure, Mechanical)(Int), Intimidate (Cha), Jump
(Str), Knowledge (Arcane Lore, History, Streetwise, Theology, Tactics)(Int), Navigate
(Int), Read/Write Lang., Speak Language, Survival (Wis), Swim (Str).
Class Features:
Silencers are proficient with Light, Medium and Heavy Armor.
Weapon Focus:
At 1st level, the Silencer gains the Weapon Focus class feature, providing the benefit
of the feat with the same name. The hero chooses a specific type or caliber of
weapon. The Redeemer can choose unarmed strike or grapple as the weapon. The
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hero must be proficient with the chosen weapon. Examples include long sword, short
sword, katana, 9mm handgun, 7.62mm assault rifle, 7.62mm sniper rifle, etc.
The Silencer adds +1 to all attack rolls made using the selected weapon.
Greater Darkvision:
At 1st level a Silencers eyes become more sensitive than most. The vampire gains
darkvision out to 120’.
Tracking:
The Silencer gains the Track feat (as described in the d20 Modern core rules).
Predator:
Silencers become adept at hunting their own kind. The hero gains +2 on damage
rolls and +2 to Bluff, Spot, Listen and Survival checks against other vampires.
Silencers are taught to trust their instincts in battle against vampires and have a
knack for hitting crucial areas. 4 th level Silencers may ignore another vampire’s
Damage Reduction in combat. This class ability is only effective against vampires.
Weapon Specialization:
At 4th level, a Silencer gains weapon specialization with a specific melee or ranged
weapon that she has applied the Weapon Focus feat or class feature to. The hero
gets a +2 bonus on damage rolls with the chosen weapon.
Drain Immunity:
The Silencer becomes immune to negative energy attacks.
Vampire Mind:
The vampire is resistant to mind affects. The Silencer gains +4 on all saves against
mind affects.
Viral Dissonance:
The vampire can interrupt the connection between virus and host stunning another
vampire for 1d4 rounds on a failed Will save. The target does not have to see the
vampire using this ability. Other vampires can be stunned at a range of 50’. The
Silencer must be able to see her target.
Regeneration 2:
The Silencer increases their self-healing powers to 2 hit points per round on the
vampire’s initiative. Fire or Acid damage is healed at a rate of 1 hit point per hour.
Severed limbs can be reattached, but not re-grown. The vampire is still destroyed at
0 HP and explodes in a cloud of virus particles as normal.
Bonus Feats:
At 3rd, 6th and 9th levels the Silencer gains a bonus feat from the following list; the
hero must meet all requirements of the feat selected: Focused, Athletic, Builder,
Confident, Combat Martial Arts, Brawl, Combat Throw, Precise Shot, Frightful
Presence, Lightning Reflexes, Two-Weapon fighting, Cleave, Combat Expertise or any
feat listed in section 2.
Soul Lancet
For almost as long as there have been vampires, there have been those dedicated to
their destruction. The Soul Lancet is a vampire hunter. Possessing none of the
strengths of the night, they face the vampires where ever they may hide. The over
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confident immortals usually laugh at the threats of mortals. But the few vampires
that have survived attacks by lancets know the truth. These mortals are highly
trained to resist the common tricks. The soul lancets are skilled at fighting vampires
and exploit every weakness to their own advantage.
Requirements:
6 ranks in Knowledge (Arcane Lore)
Vampiric Knowledge feat
Simple Weapons or Archaic Weapons
Class Skills: Bluff (Cha), Computer Use (Int), Concentration (Con), Craft
(Pharmaceutical)(Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha),
Escape Artist (Dex), Gamble (Wis), Gather Info (Int), Handle Animal (Cha), Intimidate
(Cha), Investigate (Int), Knowledge (Arcane Lore, Earth and Life Sciences, Streetwise,
Theology)(Int), Profession (Wis), Research (Int), Search (Int), Sense Motive (Wis),
Survival (Wis), Treat Injury (Int).
Hit Dice: d6
Class Features:
Soul Lancets are proficient with Light Armor and Simple Weapons.
Table: Soul Lancet
Fort Ref Will Defens
Class Sav Sav Sav e Reputatio
Level BAB e e e Class Features Bonus n Bonus
1st +0 1 0 1 Improved Knowledge 1 1
2nd +1 2 0 2 Resist Drain 2 1
3rd +2 2 1 2 bonus feat 2 1
4th +3 2 1 2 Tracking 3 2
5th +3 3 1 3 Force of Will 3 2
6th +4 3 2 3 bonus feat 3 2
7th +5 4 2 4 Viral Sense 4 3
8th +6 4 2 4 Lancet 4 3
9th +6 4 3 4 bonus feat 5 3
10th +7 5 3 5 Blood Toxin 5 4
Improved Knowledge:
Due to their exposure and study of vampires, Soul Lancets gain an improved version
of the Vampiric Knowledge feat. Add your Soul Lancet Level to the follow skill checks
when concerning vampires: Bluff, Diplomacy, Intimidate, Investigate, Sense Motive
and Survival. This bonus replaces the bonus granted by Vampiric Knowledge (does
not stack). All other aspects of the feat work as described in Vampire Feats.
Resist Drain:
As the feat of the same name described in Vampire Feats.
Tracking:
As the feat of the same name except only applicable to tracking Vampires and
Undead.
Force of Will:
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Soul Lancets learn tricks to avoid some of the vampire’s mental abilities. The hero
gains +4 to all saves against mind affects used by vampires and undead.
Viral Sense:
At 7th level the Soul Lancet can spot vampires in a 60’ radius around them. The hero
must be able to see the vampire. Using this class ability is a free action.
Lancet:
The Soul Lancets learn so much about vampire anatomy that they can bypass
vampire Damage Reduction with any weapon. In addition, by spending one Action
Point and 10 minutes, a Soul Lancet can modify a weapon carried by another
character to also bypass vampire Damage Reduction for 24 hours. If an attack by a
lancet deals enough hit points to kill a vampire, the vampire is considered slain as if
by a stake to the heart.
Blood Toxin:
Through careful study of medical and occult sources dealing with vampires, the Soul
Lancet “inoculates” himself or herself with anti-bodies that are damaging to
vampires. If a vampire attempts to drain Constitution from a Soul Lancet, the
vampire must make a Fortitude save DC 18 or take 3d6 points of damage and 3d6
points of secondary damage (one minute later). This ability bypasses any immunity
to poisons possessed by the vampire. The Soul Lancet still loses the normal amount
of Constitution from the vampire attack. By spending one Action Point, the Soul
Lancet can inoculate another character for 24 hours with the same effects.
Bonus Feats:
At 3rd, 6th and 9th level the Soul Lancet can select from the following bonus feats; they
hero must meet all requirements of the feat: Deceptive, Cautious, Trustworthy,
Confident, Dodge, Attentive, Defensive Combat Martial Arts, Combat Throw,
Educated, Nimble, Mobility, Iron Will, Run, and Surgery.
Undead Lord
Vampires vary in abilities widely, but the trauma of experiencing an Undead Lord has
wounded the psyche of all mortals, striking forever an almost racial memory of
horror, violence and blood. When most humans speak of vampire legends they
usually are commonly referring to the Undead Lord.
These vampires care nothing for humanity nor do they make any attempt to be
anything other than predators of men. They are often hard to detect, make brutal
attacks, have great defenses and are designed to kill human life.
Requirements:
4 levels in combined vampire classes including at least one level of Animus
At least one talent from the Shapeshifter Talent Tree
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Class Features:
Undead Lords are proficient with Simple and Archaic Weapons, but not with armor or
shields.
Undead:
At 1st level an Undead Lord has given over so much of its body to the virus that it is
considered type Undead with the following properties:
12-sided Hit Die
Darkvision 60’
Not affected by Raise Dead or Reincarnate spells or abilities
Undead do not eat, breath or sleep
Can not heal damage on its own and is immediately destroyed if reduced to 0
hit points and is not at risk from Massive Damage (Con is reduced 0, Cha mod
is used in place of Con whenever necessary)
At 3rd Level:
Immunity to sleep effects, paralysis, stunning (but not Viral Dissonance),
disease, and death effects
Immunity to all mind affects (charms, compulsions, phantasms, patterns, and
morale effects)
At 5th Level:
Not subject to critical hits, non-lethal damage, ability drain, or energy drain
Immune to damage to its physical ability scores (Str, Dex, Con, Int, Wis, Cha)
Level Drain:
At 1st level the Vampire can make a melee touch attack that bestows 1 negative
level.
Call Animal:
At 2nd level an Undead Lord has an affinity for a chosen type of animal. This type
includes were-forms of the animal (ex. Wolves and were-wolves).
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A vampire can summon animals of this type with total Hit Dice equal to his own.
These animals appear from Shadow on the vampires initiative next round and last for
1 round per character level.
Rebuke Undead:
As the Acolyte ability of the same name.
Regeneration:
At 5th level the Undead Lord's body is so well adapted to the virus that it heals very
quickly; recovering 1 HP per round on the Vampire's initative.
At 8th level, regeneration improves to 3 HP per round.
Siphon:
At 7th level the vampire can draw blood from target at Close range (25' + 5' per
level). The vampire must succeed at a ranged touch attack to drain 1d4+1
Consitution points from the target. This counts as normal feeding. See "Feeding" for
details about Constitution recovery and feeding requirements.
Gaseous Form:
At 10th level the vampire can change in to a gaseous form at will and automatically
changes to gaseous form upon being reduced to 1 HP.
The vampire can remain in this form for as long as he wishes although he can not
regain HP in this form by any means. While in this form the vampire benefits from
DR 20/magic, flies at 10' (perfect), gains +10 to Hide and Move Silently and can
move through small holes and cracks without penalty. The vampire can not make
attacks, use carried items or interact with other physical items. The vampire can not
move through liquid in this form.
The vampire can still be killed by a coup de grace attack with a rose wood stake to
the heart prior to becoming gaseous form.
Bonus Feats:
At 3rd, 6th and 9th level the Undead Lord can select from the following bonus feats;
they hero must meet all requirements of the feat: Deceptive, Confident, Dodge,
Attentive, Educated, Iron Will, Studious, or any Vampire or General vampire feat
listed in section 2.
Viscount
The vampires have carved out secret existences just out of direct sight of the human
world. They own vast corporations, run small nations and control large resources.
The Viscount is an Advanced Vampire Class that represents the PC joining with a
vampire family.
Families are controlled by a monarch who governs over all those loyal to him. The
player must join this allegiance and enter in to service of a monarch. There are many
benefits to such an affiliation and many responsibilities.
The Viscount will quickly gain reputation inside his or her family. Negative press
reflects badly on the family. If the Monarch becomes displeased with the player, she
may revoke funds or pull out support (represented by the loss of class abilities) or, if
direly displeased, order the player executed.
Requirements:
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Class Skills:
Bluff (Cha), Craft (Chemical, Visual Art, Writing), Diplomacy (Cha), Disguise (Cha),
Gather Info (Int), Intimidate (Cha), Handle Animal (Cha), Knowledge (Arcane Lore, Art,
Behavior Science, Civics, Earth & Life Sci, History, Pop Culture, Tactics, Theology)
Obstruction (Int), Perform (Cha), Profession (Wis), Read/Write Lang., Ride (Dex),
Sense Motive (Wis), Speak Language, Treat Injury (Int).
Hit Dice: d6
Table: Viscount
Fort Ref Will Defens
Class Sav Sav Sav e Reputati
Level BAB e e e Class Features Bonus on Bonus
1st +0 0 0 1 Concubine, Leadership 0 1
2nd +1 0 0 2 Legacy 1 2
3rd +1 1 1 2 bonus feat 1 2
4th +2 1 1 2 Persuasion 1 3
5th +2 1 1 3 Birthright 2 3
6th +3 2 2 3 bonus feat 2 4
7th +3 2 2 4 Dominate 2 4
8th +4 2 2 4 Mental Strength 3 5
9th +4 3 3 4 bonus feat 3 5
10th +5 3 3 5 Warlord 3 6
Class Features:
The Viscount is proficient with Archaic Weapons and Light Armor.
Concubine:
The Viscount gains a concubine to their service. This NPC is created as the cohort
from obtaining the Leadership feat. The concubine may be up to 1 level lower than
the character level of the Viscount. A concubine will serve the hero loyally and will
give his or her life to save the hero. If a concubine dies, another will come forward to
take their place in 1d4 weeks.
Leadership:
The hero gains the Leadership feat as described in the DMG (reprinted below). These
followers represent the vampire’s servants, staff and others necessary to manage the
family estate and businesses. They will follow commands of the Viscount to the
death.
LEADERSHIP [GENERAL]
Benefits: Having this feat enables the character to attract loyal companions and
devoted followers, subordinates who assist her. See the table below for what sort of
cohort and how many followers the character can recruit.
Leadership Modifiers: Several factors can affect a character’s Leadership score,
causing it to vary from the base score (character level + Cha modifier). A character’s
reputation (from the point of view of the cohort or follower he is trying to attract)
raises or lowers his Leadership score:
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Leader’s Modifi
Reputation er
Great renown +2
Fairness and +1
generosity
Special power +1
Failure –1
Aloofness –1
Cruelty –2
Other modifiers may apply when the character tries to attract a cohort:
The Leader . . . Modifi
er
Has a familiar, special mount, or animal –2
companion
Recruits a cohort of a different alignment –1
Caused the death of a cohort –2*
* Cumulative per cohort killed.
Followers have different priorities from cohorts. When the character tries to attract a new
follower, use any of the following modifiers that apply.
The Leader . . . Modifi
er
Has a stronghold, base of operations, guildhouse, or the +2
like
Moves around a lot –1
Caused the death of other followers –1.
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21 15th 60 6 3 2 1 1
22 15th 75 7 4 2 2 1
23 16th 90 9 5 3 2 1
24 17th 110 11 6 3 2 1
25 or 17th 135 13 7 4 2 2
higher
Leadership Score: A character’s base Leadership score equals his level plus any
Charisma modifier. In order to take into account negative Charisma modifiers, this
table allows for very low Leadership scores, but the character must still be 6th level
or higher in order to gain the Leadership feat. Outside factors can affect a character’s
Leadership score, as detailed above.
Cohort Level: The character can attract a cohort of up to this level. Regardless of a
character’s Leadership score, he can only recruit a cohort who is two or more levels
lower than himself. The cohort should be equipped with gear appropriate for its level.
A character can try to attract a cohort of a particular race, class, and alignment. The
cohort will have his or her primary allegiance to the Viscount.
Cohorts earn XP as follows:
The cohort does not count as a party member when determining the party’s XP.
Divide the cohort’s level by the level of the PC with whom he or she is associated (the
character with the Leadership feat who attracted the cohort).
Multiply this result by the total XP awarded to the PC and add that number of
experience points to the cohort’s total.
If a cohort gains enough XP to bring it to a level one lower than the associated PC’s
character level, the cohort does not gain the new level—its new XP total is 1 less than
the amount needed attain the next level.
Number of Followers by Level: The character can lead up to the indicated number of
characters of each level. Followers are similar to cohorts, except they’re generally
low-level NPCs. Because they’re generally five or more levels behind the character
they follow, they’re rarely effective in combat.
Followers don’t earn experience and thus don’t gain levels. However, when a
character with Leadership attains a new level, the player consults the table above to
determine if she has acquired more followers, some of which may be higher level
than the existing followers. (You don’t consult the table to see if your cohort gains
levels, however, because cohorts earn experience on their own.)
Legacy:
The Viscount has inherited or otherwise received access to monetary wealth. The
wealth can only be used for the advancement of their family's interests. In order to
access this wealth, the Viscount must spend a day engaged in business discussions
and spend an Action Point. The hero can then make a single Wealth check toward a
purchase with +5 + 1 per Viscount Level. Thus a 5th level Viscount with Wealth +15
could "take 20" and then add +10 giving a final Wealth score of +45. Only a single
such purchase can be undertaken in 30 days. This item technically belongs to the
family estate and can not be sold, traded or given to another player character. If the
item benefits the estate, a large bribe to a rival family for example, the item can be
given to a GM controlled character at the GM’s discretion.
Persuasion:
The hero can add half their combined Cerebrum levels and Viscount levels to all Bluff,
Disguise, Diplomacy, Intimidate and Sense Motive checks.
Birthright:
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At 5th level the Viscount receives an item of legend owned by the family. This item
should be tailored to fit the campaign and approved by the GM. Examples might
include a great ceremonial sword, specialized armor, a family ring. The GM may
decide a quest is required to gain the item.
Mental Strength:
At 7th level the vampire becomes immune to all mind affects (fear, charms,
enchantments, etc.)
Dominate:
The hero can reach out with his mind and take control of another; making her a
minion temporarily. As the Dominate spell (reprinted below) and usable once a day.
Using this power in melee provokes an attack of opportunity.
Dominate Person
Enchantment (Compulsion) [Mind-Affecting]
Level: 5
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes
You can control the actions of any humanoid creature through a telepathic link
that you establish with the subject’s mind.
If you and the subject have a common language, you can generally force the
subject to perform as you desire, within the limits of its abilities. If no common
language exists, you can communicate only basic commands, such as “Come
here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is
experiencing, but you do not receive direct sensory input from it, nor can it
communicate with you telepathically.
Once you have given a dominated creature a command, it continues to
attempt to carry out that command to the exclusion of all other activities
except those necessary for day-to-day survival (such as sleeping, eating, and
so forth). Because of this limited range of activity, a Sense Motive check
against DC 15 (rather than DC 25) can determine that the subject’s behavior
is being influenced by an enchantment effect (see the Sense Motive skill
description).
Changing your instructions or giving a dominated creature a new command is
the equivalent of redirecting a spell, so it is a move action.
By concentrating fully on the spell (a standard action), you can receive full
sensory input as interpreted by the mind of the subject, though it still can’t
communicate with you. You can’t actually see through the subject’s eyes, so
it’s not as good as being there yourself, but you still get a good idea of what’s
going on.
Subjects resist this control, and any subject forced to take actions against its
nature receives a new saving throw with a +2 bonus. Obviously self-
destructive orders are not carried out. Once control is established, the range
at which it can be exercised is unlimited, as long as you and the subject are
on the same plane. You need not see the subject to control it.
If you don’t spend at least 1 round concentrating on the spell each day, the
subject receives a new saving throw to throw off the domination.
Protection from evil or a similar spell can prevent you from exercising control
or using the telepathic link while the subject is so warded, but such an effect
neither prevents the establishment of domination nor dispels it.
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Warlord:
The Viscount has become powerful to attract a small army. The hero may be called
on to participate in military actions in defense of the family monarch. Effectively, the
character gains the benefits of the Leadership feat a 2nd time. This time all of the
followers will have military training and focus on combat. The cohort is the chief
lieutenant of the force.
The army will protect the Monarch at all costs. They will obey the Viscount
unwaveringly. When a conflict between the two objectives arises, the GM must
decide the outcome. Allow good role-play to succeed.
Bonus Feats:
Animal Affinity, Attentive, Educated, Frightful Presence, Iron Will, Renown, Surgery,
Windfall or any General or Vampire feat listed in section 2.
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Modern Mortum
The vampires have spread across the globe. They are most prominent in large
population centers around the United States, Europe, Northern Africa, South America
and the Baltic’s. Vampires can be found anywhere, but the well funded organizations
will be limited to these areas.
Vampire Societies:
Success grants her membership and the ability to requisition equipment from the
organization. Every level thereafter she may make another indoctrination check (the
DC increases with each success; see the table below) to advance higher in the
organization.
Increased rank brings with it increased requisition bonuses as well as access to the
organization’s deeper mysteries—the hidden knowledge that secret societies horde
for their own benefit (or for mankind’s protection). These pieces of hidden knowledge
are called Secret Mysteries, and as characters rise in rank, they gain access to more
and more of them. The exact benefit of each Secret Mystery is detailed in the
descriptions of individual organizations.
Indoctrination
Rank DC Benefit
1 10 Requisition Privilege
2 14 Secret Mystery 1
3 16 Requisition +2
4 18 Secret Mystery 2
5 20 Requisition +4
6 22 Secret Mystery 3; Prestige Class
7 24 Requisition +6
8 26 Secret Mystery 4
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9 28 Requisition +8
10 30 Secret Mystery 5
Monarchy
Vampires operate in their own societies in the age old feudal system. Large city-
states have formed around the major population centers. Each city-state is
controlled by a Monarch that claims dominion over all vampires and blighted in the
area. These territories rarely extend beyond the city limits, but that doesn’t prevent
them from claim surrounding land when convenient. Each monarch is served by a
number of nobles. The nobles control various segments of business and operation
and will be in turn served by a number of lesser nobles or “peerage”. Beyond the
peerage layer of operation there may even be human agents that may or may not be
aware of their master’s condition.
Generally speaking, the monarchs are content to stay within their own territories.
Overt combats are not allowed although violence does happen from time to time. In
addition to vampires and territory, the monarchs control a great deal of money.
Monarchies will control corporations, medical facilities and even universities and local
governments through a web of hidden influences. Many employ mafia tactics and
codes of conduct.
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