Lord High
Rikonian's Ultimate Vampire R.C.C. Page
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Out of the darkness of the human soul, they come. They
stalk our nightmares. They define our darkest fears, and our darker desires.
They drink our blood. They are vampires.
But it seems that everyone has their own ideas on what they should be. Some see
them as "cloaked seducers of myth" others as eurotrash rock
star wannabes, and some for some odd reason see them as the manifestation of
yet another ugly supernatural one-eyed squid thingy.
Well, since no one Vampire R.C.C. can please everyone, I did the next best
thing, I created this special Make-Your-Own-Vampire R.C.C. page. Simply go
through it, and pick the traits you like. You may roll for the traits, or
select them manually.
Source of the
Curse
This is the true nature of the beast. What gave them their
powers and their flaws.
- 1-25: Serves an evil force: The vampire draws its power from some bizarre
force. This may be a demon, god of death, alien intelligence, Ken Starr, etc.
The force may be good, but most often is evil. Roll on the Evil Force, Evil
Force Control tables.
- 25-65: Basic Undead: The vampire is a ghost or specter bound this his
corpse. It answers to no outer force. Roll on the Loss of Control table. Also
roll on the Supernatural tables. Life Status roll is automatically undead.
- 66-75: Mutagenic Undead: The character is the result of some experiment or
virus or other mutating effect. Roll on the Loss of Control table.
- 76-00: Altered Life Force: The vampire is the result of the life force of
the character being changed. Roll on Loss of Control Table.
Evil
Force
If your vampire derives its powers from an evil force, use
this chart, elsewise skip it. This section is sparse, because you are to pcik
or roll a broad category and then either make an Evil Force to be the
source of power, or pick one from one of the many Palladium books. Also, you
may, if it seems appropriate, use a good force, but be a little realistic. I
mean, I somehow doubt that Appollo and Tyr would send blood sucking fiends into
the world to right its wrongs. Also, I only added the most basic groupings, if
you want to make the Evil Force an
Exiled
Psionic, for example, you are perfectly free to do so.
- 1-55: Alien Intelligence (use stat info for any alien intelligence or make
your own up)
- 56-90: A Demon (may also be "the Devil" if you want to add
religious overtones)
- 91-00: A God (usually of death)
Evil Force
Control
This is the extent of the control the Evil Force has
over the vampire.
- 1-2: Puppets: The vampires are nothing more than remote control bodies. A
dark collective gestalt mind.
- 3-55: Tight Control: The Evil Force is able to possess or take
control of any of its vampire legion (they can fight it but at -5 to save vs.
possession) . The vamps have free will, but the Evil Force can easily bring
them into line.
- 56-74: Loose Control: The Evil Force cannot take possession, but can
control the emotions of the vampire to a certain extent (equivalent to Empathic
Project psi power, but at -5 to save vs. psi). The Evil Force can also
alter the rate at which the vampire succumbs to the hunger down to half or up
to five times the normal rate, make him angry or violent, or calm him down.
- 75-97: Alignment Change: The vampire, upon transformation, changes in
alignment. Good aligned become aberrant, unprincipled becomes miscreant, and
anarchist becomes diabolic. Of course, those evil to begin with just stay where
they are.
- 98-00: No Control: The Evil Force does not directly control the vampire.
However, it can speak to it inside its head, and will often send legions of its
unholy progeny after vamps which cross it.
Propogation
This is how the vampires increase their numbers. It is suggested that you
select only one, but you may pick more if you like
- 1-3: Normal: The vampires reproduce sexually (or however) and concieve
vampires. This is rare, but not unheard of.
- 4-5: Single Bite: This is very nasty! This means that the vamp needs just
bite someone and they are turned! This is also very rare, as this type of vamp
tends to spread its numbers fast and draw mortal fire.
- 6-60: Three Bites: The vampire must bite the victim three times (on three
different nights. After the third bite, the victim goes into a coma, and
"dies" in the morning. The next evening she returns as a vampire.
- 61-70: Probability of Change: Every time a victim is bitten, there is a
probability of changing. Roll 3D20 for the percentile chance (this is then used
every time the vamp bites someone)
- 70-74: Unholy Communion: The vampire turns victims by making them drink his
blood.
- 94-00: Ritual: A bizarre ritual is used to make more of the vampire if it
is supernatural. If it is metahuman, then a scientific experiment is used
instead.
Propogation II:
Potential Convertees
Roll here if the vampires create more of themselves by converting others.
- 1-10: Same Species, no subspecies: This means that humans can only convert
humans, elves can only convert elves, etc. Also, no mutants may be converted.
- 11-50: Same Species, subspecies allowed: Same as above, but mutants can be
turned.
- 51-97: Same Classification: Humanoids can turn humanoids, caninoids can
turn caninoids, etc.
- 98-00: Same : Animals can turn animals, amphibians can turn amphibians,
etc.
Feeding
This is the stuff the vamp feeds on, and the way he does
it.
- 1-20: Blood. Can be any kind, but animal blood is 1/10th as nourishing and
stored blood is 1/2 as nourishing.
- 21-40: Blood: Must be human, but can be stored (1/2 as nourishing).
- 41-60: Blood: Can be animal (1/8th as nourishing) but must be fresh.
- 61-80: Blood: Must be fresh human blood.
- 81-00: Life Energy: The vampire must kill his victim in some close physical
manner to draw the life energy. The traditional biting of the neck is
sufficient for this task, but not necessary.
Feeding
Frequency
How often does the vamp need to eat?
- Very Infrequently: The vampire can get by with feeding once every year.
- Infrequently: The vampire must feed every few months or so. Roll 1D10 to
determine how many D4 weeks this class of vamprie can go. For example, a roll
of 6 denotes a vampire class that can go 6D4 weeks without feeding.
- Semi-frequently: The vampire must feed every few weeks or so. Roll 1D10 to
determine how many D4 days this class of vampire can go. For example, a roll of
6 denotes a vampire class that can go 6D4 days without feeding.
- Very Frequently: The vampire must feed once every 1D4 days.
Life Status
Is the vampire a rotting corpse, a supernatural (but alive)
man, or a spirit?
- 1-75: Undead: The vampire's body is a corpse, kept alive by unnatural
energies (or something). If cured, he will be dead.
- 76-95: Living: The vampire's body is alive, but infused with strange
energies. If cured, he will be a normal living human.
- 96-00: Spirit: The character is a spectral form. He may seem solid, but is
not real. If cured, he vanishes.
Appearance
How did the change affect our vampiric friend?
- 1-15: Unchanged. The character looks normal. No unnatural traits, except
fangs (which can retract into normal teeth)
- 16-23: Nosferatu: The vampire becomes a hideous mockery of humanity. The
skin becomes pale and pasty, all hair falls out, the teeth become jagged fangs,
the fingers elongate and wrinkle, the nails grow into grotesque claws. Ears
elongate and grow outward. - 3D4 PB. H.F. is 15.
- 24-40: Bestial: The vampire adopts a few bestial traits. Fangs are ever
present, the face is contorted into a feral snarl, eyebrows and hair grow wild
and bushy. -1 PB. H.F. is 10.
- 41-65: Refined: The process of becoming a vampire somehow makes the victim
more attractive (usually by refining features and fixing minor flaws). People
will mistake these vamps for models or movie stars. +2D4 to PB (minimum of 17).
- 66-70: Corpse-Like: The vampire appears to be a corpse. Reduce P.B. to 6.
H.F. is 14
- 71-76: Demonic: The vampire looks like a demonic fiend. He has horns (2D4
damage for small horns, 3D6 damage for large horns), jagged twisted fangs,
copper-colored skin, a sulphurous stench, pointed ears, cloven hooves, and a
forked tail. If he has any flight ability, then he has huge leathery wings as
well. PS is raised by 2D4. P.B. is reduced by 1/3. H.F. is 16
- : Altered: Roll on the Nightbane appearance tables. If you don't have
Nightbane, then use another random trait table, like those under the Alien
and Experiment sections of HU, or perhaps the Oni from Rifts Japan. The vamps
either have a standard set of traits (1-87) or each vamp is unique.
- 95-00: Transformative: Reroll on this table (ignoring any result over 94).
The vamprie can be in a normal form or his vampire form. Both forms suffer from
the vampire weaknesses, but only the vampire form can use the powers. Handle
the transformation the same as you would a Nightbane morphus.
Effect On Existing
Powers
If the vampire has existing powers, find out how they are affected. Roll for
magic knowledge, innate magical abilities, psionics, super abilities, chi
abilities, and any otehr funky powers you can think of. NOTE: About 15% of
vampire classes actually replace all of the existing abilities of an
initiate. This is called being "reborn." If this is the case, then ignore this table.
- 1-5: Loses all traces of this power type
- 6-55: Weakened. All ranges, damage, duration, plus any ISP or PPE involved
are either reduced by one quarter (1-33), reduced to one half (34-75), or
reduced to one quarter (76-00).
- 56-75: Diminished: The character loses all but a few of his powers. Roll
3D20 for the percentage of powers he retains. (major super powers count twice
as much as minor ones, and super psionics count twice as much as lesser). For
example, a mutant who rolls a 60% loss and has one major and 3 minor powers
would lose either one major and one minor or three minor powers.
- 76-90: Diminished and Weakened: Character loses some of his powers and also
loses power strength.
- 91-00: No effect on powers of this type
Vampire Powers:
Roll on each of these tables to determine strengths of the vampire.
Note that if the vamprie class is "reborn" then when it says add a bonus to existing
stat, then add the bonus to a roll of 3D6. So if a vamp class would normally add
10 to it's PS,. but this particular class is reborn, then PS is replaced with 3D6
+ 10.
Strength
- 0-2: Normal Human Strength: No change in P.S.
- 3-20: Slightly Enhanced: Add 1D4 pr 2 to PS.
- 21-49: Extraordinary: Add 2D6 or 5 to PS. PS is condidered Extraordinary.
- 50-84: Superhuman: Add 3D6 or 10 to PS. PS is considered superhuman
- 85-98: Supernatural: Add 4D6 or 14 to PS. PS is considered supernatural
- 99-100: Vast Supernatural: Add 6D6 or 20 to PS. PS is considered supernatural
Damage Capacity
NOTE: If the vamp is reborn, then the old damage capacity is not added, so use a base HP of 2D4x10. Also note that msot of these guys are SDC creatures in Rifts.
- 1-2: Diminished: Halve HP and SDC
- 3-30: Unchanged: The vampire retains his current HP and SDC as normal
- 31-59: Slightly Enhanced: Add 3D6 to HP.
- 60-85: Significantly Enhanced: Roll 1D6. Add your total in D4's times 10 to HP.
- 86-00: Slightly More Significantly Enhanced: Same as above, but use D6s
Regeneration
Note: This does not work while expsoed to a weakness.
- 1-10: Normal: The vamp instantly recovers from whavter cannot truly harm him, but recovers normally from damage from hsi weaknesses.
- 11-30: Slow: The vamp recovers 1 HP every 15 minutes
- 31-60: Medium: Roll 1D4 to deterimine how many D4's the vamp regenerates every minute.
- 61-96: Fast: Roll 1D4 to deterimine how many D4's the vamp regenerates every melee.
- 97-100: Really Fast: Roll 2D4 to deterimine how many D4's the vamp regenerates every melee.
General Attribute Bonus
Roll on this chart for PE, PP, and ME
- 1-2: Diminished: Reduce by 1/3.
- 3-30: Unchanged: The vampire retains his current stat.
- 31-59: Slightly Enhanced: Add 1D4 or 2 to this attribute.
- 60-85: Significantly Enhanced: Add 2D4 or 5 to this attribute.
- 86-00: Majorly Enhanced: Add 3D4 or 8 to this attribute.
The Old Nosferatu Mind Trick
There is a 75% chance that all memebrs of this class of vamprie possess teh Hypnotic Suggestion psionic ability.
Mirrors
Can the vamp look mimself in the mirror anymore? Byt he way, if there is a mirror effect, there is a 95% chance it works on cameras as well. Even if not, camera images will be blurry or look like double exposures if there is a mirror effect.
- 1-10: No effect: The vamp looks normal in the mirror.
- 21-85: No Reflection: Drak can't shave.
- 86-100: Other Reflection: Can be anything, but it should be nasty. Roll on a Nightbane table or two, or make the reflection look like a Nosferatu or soemthing else like that. Even if the vamp looks normal his reflection will still give him away.
Powers
Roll 1D6 times on this table. If an initiate has powers equal or greater to the vamp power (for example, a Mind Melter becoming a psionic vamp), and the vamp class is not a "reborn" then the initiate does not gain that power.
- 1-4: None: No powers from this roll. Do not reroll. Do not collect 200 Cr.
- 5-13: Minor Psionic Powers: Same as a minor psionic in Rifts.
- 14-15: Major Psionic: Select a psionic character class. All of this type of vamp fall into this class. These vamps have half of the ISP of that class
- 16-17: Minor Spellcasting: The vampire gets 3D4 spells. Roll 1D4 for maximum skill level. PPE is a mere 6D6 unless otherwise noted.
- 18: Major Spellcasting: Select a magic OCC. All of this vamp type get this ability but they have half of the PPE.
- 19-24: Extraordinary Attribute: Roll on the Extraordinary Attributes subtable in Heroes Unlimited.
- 25-27: Elemental Control: The vampire get a Control Elemental Force power, or some other force control ability. Roll on the Control subtable in Heroes Unlimitied.
- 28-32: Metamorphosis: The vampire can metamorphose himself and 100 lb + 20 lb per level into some other forms. The other form is either a bat (1-40), a wolf (41-54), a black cat (55-75), a raven (76-86), mist (87-97), two of these forms (92-97) or three of these forms (98-00). Refer to Heroes Unlimited Alter Physical Structure Mist or Animal Metamorphosis more more details. If the vampire metamorphoses another person, then the person will feel as though he was dissolved, yet conscious. Kind of like being conscious for a particularly long transporter ride.
- 33-41: Nightstalking: Same as minor power
- 42-44: Body Weapons: Same as minor power
- 45-61: Flight: Glide: Same as minor power
- 62-69: Flight: Wingless: Same as minor power but halve speed
- 70-81: Flight: Winged: Same as minor power but halve speed
- 82: Sonic Flight: Same as major power
- 83-84: Teleport: Same as major power
- 85-90: Any Minor Power: This type of vampire has a minor super power that all members get (any that does not counter a vulnerability). Roll once for the power that all these vamps get.
- 91-93: Any Major Power: This type of vampire has a major super power that all members get (any that does not counter a vulnerability). Roll once for the power that all these vamps get.
- 94-95: Any Random Minor Power: Upon becoming a vampire, the initiate randomly develops a minor super super power. These powers differ for each member, and can be any that does not counteract a vulnerability.
- 96: Any Random Major Power: Upon becoming a vampire, the initiate randomly develops a major super super power. These powers differ for each member, and can be any that does not counteract a vulnerability.
- 97-00: The Talented Mr. Dracula: Select 2D4 Nightbane talents. These are standard for all members of this race. Cannot pick any exclusive talents, or any that are not available at first level. Raise PPE to 6D6.
Weaknesses:
Roll on each of these tables to determine weaknesses of the vampire...
Effect of Sunlight:
- 0-2: Instant Death: The vampire is destroyed upon contact with sunlight.
- 3-80: Damaging: Sunlight caused damage to the vamp that will eventually kill
it if it does not escape. This vampire type takes either 1D4 (1-15), 1D6 (16-30),
2D4 (31-60), 2D6 (61-90), or 3D4 (91-00) damage per every minute of exposure to
sunlight.
- 81-85: Cancellation: The sun's rays somehow cancel the effect of vampirism.
If the vamp is a spirit, then it vanishes until sundown. If it is a corpse, then it
is dormant, and indistinguishable from a real corpse until sundown, when it revives.
Of course, if it is living, then it jsut resumes human form. The vamp can be killed
or damaged in this "normal" form, but unless it is killed in a manner that would kill
its vamp form, it will revive at sundown. Also, if the vamp is in daylight, then mirror effects do not apply. If he is not in daylight, but it is day, then he can consciously negate mirror effects, but then cannot use any vamp powers, and melee attacks are halved. Additionally, people will be able to pick up on something being wrong.
- 86-99: Weakness: The sun does not harm the vampire, but does weaken it. Reduce
strength to a normal level. Also, reduce all stats to non-exceptional levels (Stength cannot be supernatural) and
halve the number of melee actions. These effects fade when the vamp is again
out of the sun.
- 100: Almost no effect: The vamp's powers are halved, and strength is not supernatural, but other than that, sunlight has no harmful effect on him.
Viable Sunlight:
- 1-65: Anything with the radiological spectrum of sunlight: These guys don't even go into tanning booths.
- 66-100: Only "true" sunlight: The sunlight has to coem down from the sky. Magically generated sunlight will work, but The Amazing Capt. Solar cannot kill this vamp with his eyebeams. There are many theories, but no one is really sure why this is.
Effect of Day:
This describes hwo the vampire is affected when it is day, but he is out of the sun.
- 1-2: Dirtnap: Must sleep in the earth of his homeland. If the vamp is not ensconsed in his homeland's dirt (preferably in a nice dank coffin int eh basement) by daybreak, he dies instantly.
- 3-14: Coffin (Not Bill) Sleep: The vampire must sleep somewhere out of the way. Most choose coffins due to stylistic concerns or functionality, but anywhere save from pesky vamp hunters will do. Hell, you could hide under the bed if you wanted. The vampire is compelled to sleep at daybreak, but can resist the compulsion by saving vs. magic. For every minute he saves, he can remain awake.
- 15-35: Weakness: The sun does not harm the vampire, but does weaken it. Reduce
strength to a normal level. Also, reduce all stats to non-exceptional levels (Stength cannot be supernatural) and
halve the number of melee actions. These effects fade when the vamp is again
out of the sun.
- 36-84: Slightly Lethargic: The vamp loses one melee attack and any power effects are halved. Strength cannot be supernatural in this state.
- 85-100: No Effect: As long as he's not dumb enough to go out in the sun, he'll be fine.
Effect of Holy Symbols:
This describes hwo the vampire is affected when it is day, but he is out of the sun.
- 1-5: Effect: Due to holiness: Certain sysmbols are imbued with power over vamps due to certain religions, or events on a celestial scale. Standard holy symbol effect.
- 6-30: Effect: Due to belief: Same as above, but the symbol is really a placebo. Human faith is really what repels the vamp. If you listened to Tony Robbins enough, your faith in yourself could keep them at bay.
- 31-45: Effect: Due to geomancy: The Cross repells vampires, not because of Christian faith or power, but because the cross shape is a natural focus of innate human power. The cross can only be used to ward vampires if it is held in the hand in fron tof the person (this focuses the power). Also, it msut be metal or wood to be a proper focus. May also work for the Ahnk(sp?)
- 46-50: Effect: Due to vampiric belief: Vamps see the symbols as dangerous and fear them, so they suffer a psychosomatic reaction. If they got therapy, then maybe they could get over this.
- 51-100: No Effect: "Really, Van Helsing! You've seen too many Christopher Lee movies, old man!"
How They Die
OK, we've already found out about sunlight, now let's see what else can kill our vamp friend. NOTE: If soemthing cannot hurt the vamp, then he doesn't really take damage from it. Those knives and bullets may seem to hurt him, but that damage is illusory. Anyway, roll 1D6 times on this chart. Of course, you may make up your own as well if you wish.
- 1-25: Fire: Fire inflicts double damage to vamps and can kill them
- 26-55: Staked Through the Heart (and you're to blame): If you stich a sharp pointy thing into his heart, he dies. The stake must be either any wood (1..30), oak (31-40), silver (41-50), iron (51-55), any of these (56-87), or anything that can puncture the heart (88-100). Note that there is a 25% chance that this type of vamp can recover from a staking if the stake is removed before it can be burned, beheaded, dragging into the sun or whatever.
- 56-70: There Can Be Only One: Cutting the vamp's head off kills it.
- 71-72: Ritual: You cannot really kill these guys. Even if you use another of these weaknesses, it will come back. YOu must perform some kind of ritual (usually an exorcism)
- 73-82: Uh-Oh Silver! (run) Away!: Any damage by a silver weapon is doubled and can kill the vamp.
- 83-88: A Am Not Iron Man: Same as above but with iron.
- 89-91: Wood You Believe?: Samea s above but with wood.
- 92-96: Dismemberment/Interrment: You can't really kill these guys, but you can stop them by cutting them into little bits or burying them face down with their arms and legs nailed down.
- 97-100: Standard Physical Damage: The vamp can die of any wound. However, give the vamp regenerative ability (if not already possessed) equal to healing factor and double damage capacity (or convert to MDC on a 2 to 1 ratio if in Rifts).
COPYRIGHT NOTICE: Rifts is a registered
trademark owned by Kevin Siembieda and Palladium Books. Heroes Unlimited, Mega
Damage, S.D.C., P.P.E., I.S.P., O.C.C., R.C.C., P.C.C. and "ugly
supernatural one-eyed squid thingy" are registered trademarks of Kevin
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Exiled Psionic trademark of me, Rick Gruber, the Lord High Rikonian. All rights
reserved.
"Eurotrash rock star wannabes" trademark of Depeche Mode
"Evil Force" trademark of Microsoft, patent pending, available in 49
states Sorry Tennessee! Void where prohibited by law, write your congressman,
buy the soundtrack album. If you are still reading this, then you must really
like legal text. Here's some more. Writ of habeus corpus. legal precedant.
"If it does not fit, OJ's still full of shit!" Thank you and good-night.
Detriot Rock City!!!