Ferox

Ferox

"There's two things we don't take to here in this holler: 1) IPA drinking outsiders and 2) Sasquatch. You don't look like one of them God damn wood boogers, so just who the hell are you?"

The Ferox prefer to live on the fringes of civilization. Out where the old world has been left alone and the Wilds still remain unconquered. Such places fit them fine and feels like an old hat, or leather jacket, worn so long it's taken to the shape of your body. Just fits.

Trouble is, way out in such a place, you often run afoul of the Old Men of the Mountain ("bigfoots" to you city folk) who, by their nature, are strictly secretive and territorial. This has caused some conflicts to erupt between the two, namely in the form of a secret war. 


A     Whispers of the Wild; Beasts of Burden

B     Claws of the Beast; Beast Mode

C     Beckon; Fortitude

D     Call of the Wild; Mist Form


Whispers of the Wild - 1 blood

Communicate telepathically with any animal you make eye contact with for the rest of the scene. It'll run you 1 blood.


Beasts of Burden - 1 blood

You may blood bond animals to serve you. Typically vampire blood in animals sends them into a frenzy, but

with this power they fall completely under your control.


Claws of the Beast - X blood

Grow claws that allow for melee attack and do 1d8 Supernatural damage. Lasts for [blood] rounds.


Beast Mode - 5 blood

For five blood, you take the form of a wild animal that you have previously drained dry, or rather an unusually

large version of that animal. Anything that animal can do, you can do. Your other Abilities can still be used

while in this shape.


Beckon - X blood

You call out in the voice of a specific type of animal (wolf howl, raven caw, dolphin click) and [blood]

animals of that type are drawn towards you, should any be within range. Animals will arrive non-hostile and

at least willing to listen to you.


Fortitude - 3 blood per reduction

Through supernatural strength, you reduce the type of damage done to you down a level for every 3 blood

you spend.

Supernatural (the worst) > Lethal (most weapons) > Non-lethal (fists) > Nominal (doesn't affect HP)


Call of the Wild - X blood

A single animal target within hearing range saves vs Cha (with penalty equal to [blood]) or it, and it's offspring, must obey a one reasonably worded sentence command (either until completion or until [blood] rounds have passed). Same warning as last time applies, Thom. I swear to God.


Mist Form - 5 blood

Dissolve into a mist form, making yourself completely indistinguishable from actual mist. You’re immune to physical attacks, however fire does twice the damage and sunlight burns you away instantly.  Lasts for a scene.



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Exalted

Exalted

Imagine the most perfect person you know. Flawless hair. Flawless skin. Perfect looks. Now, make them a vampire. Now, make them a vampire with supernatural powers that shows off their perfection to trick prey into coming closer. To eat. Yeah, you're getting it.

They're not actually exalted in any form or fashion. They're not empowered by gods to fight a mystical war or anything. They're just pretentious assholes. If they could, they'd probably be part of ski patrol. Fucking ski patrol.* 

A     Allure; Celerity

B     Charm; Fear

C     Command; Potence

D     Dominate; Majesty


Allure - X blood

Any one person that can see you saves vs Cha (with penalty equal to [blood]) or is compelled to approach you. If they are hostile, they’ll continue to be so. Lasts for [blood] rounds.


Celerity - 3/X blood

Spend 3 blood points to automatically succeed on an initiative test or you add [blood]*5 to your movement for the round. Chosen when activated.


Charm - X blood

The touched target saves vs Cha (with penalty equal to [blood]) or regards you as a trusted friend. Their feelings return to normal after the [blood] hours duration, but they are otherwise unaware of any unusual affect.


Fear - X blood

Any one target that you can see saves vs Cha (with penalty equal to [blood]) or becomes Afraid of you. Lasts for [blood] rounds.


Command - X blood

A target within hearing range saves vs Cha (with penalty equal to [blood]) or must obey a one reasonably worded sentence command (either until completion or until [blood] rounds have passed). No run on sentences with an exhaustive amount of “ands” careening across multiple actions, Thom. Don't get cute.


Potence - 4 blood

Spend 4 blood point to automatically succeed on a strength test


Dominate - X blood

A target you can see saves or is subjugated utterly to your will for the duration of [blood] hours. Creatures with higher HD are immune, everyone else has to save vs Cha (with penalty equal to [blood]) in order to avoid this fate.


Majesty - 4 blood

Spend 4 blood points to automatically succeed on a charisma test





*Editor's Note: A member of the local ski patrol stole his fiance years back. He never got over it.

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Discordant

Discordant 

You ever have a nightmare you can't wake up from? Trapped in an endless void, trying to scream, but only able to get out a helpless meep? Or having no mouth at all, needing to scream as your tormented by amorphous beasts ever just out of sight. Or having to be in the presence of a libertarian for any amount of time. Truly gruesome stuff. 

The Discordant love to torment their victims, forcing them to live out nightmares just before feeding. Gives them that good adrenaline flavor. 

The basic premise is "What if Mysterio, but a vampire." You'll figure it out.

A     Detect Fear; Illusion

B     Flight; Illusion Augment

C     Illusion Augment, Nightmare Terrain

D Isolate



Detect Fear - 2 blood/target HD

By locking eyes with the target and spending 2 blood per target HD, you're able to discern their worst fear.


Illusion - 4 blood

You create an illusion of whatever object or creature you desire, within 50' of you. It can move however you dictate, but only exists visually (having neither smell, touch, nor sound). This illusion can only add, not subtract - meaning you can cover a hole, but not create the illusion of a hole. Lasts for a scene. Target has a chance to avoid dealing with this, if they succeed on a save vs Cha.


Flight - 5 blood

By spending 5 blood you gain a flight speed equal to your movement, for the duration of the scene. For an additional 3 blood, you may take an extra person merely by holding their hand. It's a real bad-CGI magical time. Should you let go of their hand, they drop like a brick.


Illusion Augment

Each time you gain this, choose one of the following. Your illusions now have that aspect:

  • Smell: Your illusions now generate a smell, if you wish.
  • Sound: Your illusions now generate sounds of your choosing.
  • Taste: Your illusions now have flavor. Yum.
  • Touch: Your illusions now have the ability to affect the environment around them. Nominally, of course. While an illusion can, say, wave a knife around, it cannot do so enough to inflict damage.
Nightmare Terrain - X blood
You have complete visual control over a space of [blood]*10 cubic feet. Turn a broom closet into a raging sea. Turn an empty warehouse into a coffin. Turn a blank wall into a tunnel and let people Wile E Coyote right into it. Lasts for a scene. Anyone encountering the illusion for the first time as a chance for a save vs Cha to be immune to it.

Isolate - 6 blood
By combining and warping your illusion powers, you are able to isolate the target from their allies for the scene. It is about this time the Discordant move in to feed. Save vs Cha allows for the target to avoid all this together.



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Vampyr: the Edge Lording


Sometime ago I started working on a Vampire the Masquerade GLoG hack for a joke someone made. Like most things in my life, I soon lost interest in it and abandoned it. Recently however, I found my copy of the VtM core book in a box and recalled it's existence out of the shadowy depths of my memory.  And if I gotta suffer it, now so do you. Some fluff details have been changed, simply because. 

(My knowledge of the game starts and ends at first edition.)

It also just so happens to be vampire weekend, so there's a bonus. 

Vampyr: The Edge Lording


You died, probably horrifically, and probably with some asshole biting your neck, and now you're trapped in a world of terror and nightmares. A world of shadows and the politics that fester within. You're confused, angry, probably scared, and ultimately a pawn of a higher power. Or at least one that has more authority than you. 


If you're lucky, the person who killed you (your sire) stuck around to explain things. In short, you're now a vampire and part of what conspiracy theorists call the Illuminati: Thirteen bloodlines that control the world in secret.  You're not part of it in a "cool" way, however - you're bottom rung and expendable. You also crave and require fresh blood to "live." On the upside, though, said blood allows you to perform some supernatural abilities. 


You're still a monster, no matter what you tell yourself.


Basic Points to being a Vampire

1. Blood - Or Vitae if you're feeling fancy. You need it to function and you constantly crave it. You get it from delicious humans. Animals are technically drinkable, but too much animal blood turns one dumb and violent. "You are what you eat." You require about a pint of blood every time the sun crosses the horizon. 

2. The Hunger - Did I mention you're a monster? Inside of you is an insatiable longing for blood, to the point where any particular gruesome scene carries the risk of berserking until you've bloated yourself on blood. 

3. Powers - You get some neat powers based on your bloodline, along with the ability to heal wounds that would kill mortals. But, you also get one or two weaknesses.

4. The Sun - It doesn't actually harm you, as some think. Or make you sparkle (you're welcome). What it does do is significantly dampen your blood power, to the point most of your effort is spent staying animated. You are a corpse after all. Mechanically, you've no access to your powers during the day (including healing), and appear as a VERY sick mortal, near the edge of death. 

5. You're a Pawn - Probably to the vampire that sired you. Or that sired them. Or that sired them. And so on. You were created for a purpose. Do you play into it? Or do you admit you don't know how to play chess (a game for madmen and fools) and start moving how you see fit? Anyway, the people controlling you are part of the Illuminati. 


Advanced Points of being a Vampire

1. Blood Pool - You, yourself, hold 15 “points” (roughly a pint each) of blood on average. A point is spent every time the sun crosses the horizon, and variable points are spent when using a Blood Power. You can hold up to a total of 20 points at any one time, but points above 15 cause some…social issues. Your body is engorged with blood and leaking everywhere. Bloody eyes, gums, genitals, ears. You resist frenzy better (see below), but auto fail social interactions

2. Frenzy - Sometimes the Hunger grows too much and you lose your shit. When presented with a  particularly bloody scene, make a check against your Blood Pool current value. On a failure you Frenzy and attempt to consume as much blood as possible. 

3. Advancing - One of the notable characteristics of corpses is that they neither learn nor improve themselves. You’re no different. You have four templates taken strictly from your bloodline and that’s it. No more. No advancing. 

4. Diablerie - Unless, of course, you’re prepared to get your fangs bloody. While you can’t “learn” new abilities, you can sure as hell steal them. In order to advance past fourth level, you’ll need to start feeding on other vampires, stealing their strengths, skills, weaknesses, and abilities in the process. 


The Illuminati 

An organization of five bloodlines - or "clans" in old world parlance - that control and synchronize world operations, forming what is often referred to as a New World Order. This is no different than farmers tending to a herd of beef cattle. 


It also serves to keep any one bloodline from getting too much power over the others. 


Though many assume groups like the Bilderburg Group, Skull and Bones, Club of Rome, and others, are part of (or in fact the whole of) the Illuminati, these groups are merely unknowing servants of the Illuminati (be it through blood or cash) and serve to muddy any investigations by mortal kind, while unknowingly carrying out their master’s plots.


Imperare Veli

"The Rule of the Veil" is one of the oldest traditions of the Illuminati, dating back to the Inquisitions, that has served to create stability within the organization and keep the presence of vampires largely hidden from human societies.  Simply put, from translation of the long winded Latin that served as the lingua franca of the time, one must never reveal their true nature to feral humans. It also forbids completely draining a feed human, as it removes a portion of the food supply. This is less important today, what with so damn many of us being around, but improvements in forensics continue to make the rule a necessity. 


Sanguine Furto

Another important rule, that of forbidding "stolen blood," stating a vampire must never feed from a vampire with intent to fully drain - an act known as "diablerie." This act is seen along the same lines humans view cannibalism: delicious, but damning.  


The Bloodlines

No one knows how or when the whole "vampirism" thing began. Some say a curse from God, some say a gift from Jesus, some say interference from the Anunnaki, still more make accusations towards ancient Rome, Babylon, Atlantis, Aztecs, and many more. What is known is that there are at least five major bloodlines currently, each with their own abilities. 


  1. Discordant - Twisters of reality that take pleasure in tormenting their prey. Real bastards.

  2. Exalted - Bound by their Pride, they hold themselves in high regard due to their inhuman strength, speed, and presence. Real annoying.

  3. Ferox - Live on the fringes of civilization, away from the prying eyes of the others. They’re also in a secret war with the Sasquatches. 

  4. Necrodom - Summoners and masters of the undead, they call forth restless spirits to do their bidding. Real edgelords. 

  5. Umbra - Call forth living shadows to carry out their will. Different and legally distinct to any nominally similar licensed property you might be thinking of. 



Mechanics of Being a Vampire


Base Rules: As the GLoG unless contraindicated here. 


Hit Dice: Like all monsters, your HD is d8. You gain 1d8 health points per level, unbound by the “Max 20 hp” rule that mortals are. This score is unaffected by your Constitution. 


Healing: You don’t do that so much. Not naturally, at least. The corpse thing? Yeah. Luckily you’re full of all that blood you can use to restore hit points at a 1:1 ratio. 


Skills: You start with one from your failed career as a mortal, and one of your choosing. You want more? Your friends have more. Drink them dry. 


Ghouls: A fun thing about vampire blood (for you at least) is that mortals can get addicted to it. Like any drug addict, this gives the dealer some form of control over them. More than just force them to listen to your shitty mixtape, or play mario kart when they would clearly just rather leave, you can enthrall them to your will. While your blood is in their system they will freely carry out your commands. Additionally, when they are in your presence, you can spend 2 blood each to send them into a frenzy, giving them +4 to all saving throws and attack rolls, as well as +2 to damage. Mortals hold 10 blood points, and need at least 4 of their own before they get…weird. Your blood burns out of their system at one per sun crossing the horizon.


Animals, strangely, automatically frenzy and are uncontrollable, unless ghouled by the Ferox.


Blood Powers: Each clan has a set of abilities they can power using their own blood. It's not magic, but it sure as hell ain't normal. Powers are listed with the individual clans.

So where are the clans? In another post coming up. This has gotten too long.
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