Friday, October 7, 2005

Werewolf Overlord


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You are the alpha wolf in a werewolf pack. This pack consists of 75 werewolves, which is divided about equally between male and female. You as the alpha of the pack are the most powerful and ruthless, though your rule isn't necessarily insured. Every member of this werewolf pack can assume the form of a human or wolf or a form in between. In human form, each has the physical prowess (strength, dexterity, and endurance) to place them within the top 1% of humanity, the same thing goes for wolf form. In wolf form, they have all of the abilities of a wolf, including running speed, an incredible sense of smell, cold resistance, etc. In the half-human half wolf form, the werewolf has incredible physical prowess - 4 times the strength and toughness of the strongest human, twice the dexterity of the most agile human, the ability to run 50 mph, the enhanced senses of a wolf and the manipulative hands of a human. Unfortunately, this half-wolf form can only be assumed when the moon is in the sky. All werewolves heal very quickly, at ten times the normal human rate when in human or wolf form - when they are in half-wolf form they heal very quickly, recovering from most injuries within seconds and even major injuries (like severed limbs, major organ damage, etc.) within minutes. The only thing that can permanently kill a werewolf is silver weapons (which don't regenerate), massive destruction of the body (head being demolished, body cut into pieces, burned to cinders, etc.), or magical weapons. As alpha of the pack, you are even more powerful than the average member. You have peak human or wolf physical abilities in those forms, in half-wolf form you have the strength and toughness of 6 of the greatest humans and 3 times the dexterity of the most dextrous human.


Any human who survives the bite of a werewolf has the chance to become one. Assuming that a victim does not succumb to shock or infection, he has a 5% chance of turning into a werewolf on the next fool moon after being bitten. Those other 95% who do not turn get a strange unnatural illness which kills them by the next full moon. These werewolves don't necessarily have any loyalty to the pack and must be won over through persuasion or coercion. Transformed werewolves don't have top 1% human strength or agility, but rather the physical prowess they had as humans, though they are within the top 5% of humanity for endurance and toughness because otherwise they would have died after being bitten.


The child of two werewolves becomes a werewolf as well. The child of a werewolf and a human results in a human child, but that child will carry a recessive werewolf gene - meaning that a mortal with a recessive werewolf gene can conceive a werewolf child with a werewolf parent half of the time. Transformed werewolves count as humans for the purposes of breeding new werewolves. Werewolves, while in wolf form, may breed with wolves as well - and like with humans, the recessive genes may eventually lead to a werewolf being born from wolves - unfortunately, because of their lack of reasoning capacity, most of these wolf-born werewolves are never able to make a change into human or half-wolf form, 90% merely live their lives as particularly strong and healthy wolves. The 10% who can learn to make the transition generally do so around the age of 15, after which point it takes them about 10 years of living with the pack to pick up human language and high thinking enough to function as a human.


The pack isn't completely loyal to the alpha, other powerful members will vie with him for control especially if things go wrong. If the alpha should show significant weakness or make a major mistake in leadership, a challenger will arise from within the pack. This challenger will fight the alpha for dominance, if he wins, he becomes the new alpha. If the alpha should die by some other means, another werewolf takes over the role though it takes him about a year to achieve the physical prowess of the old alpha. Werewolves age in a way similar to humans but generally become feeble at twice the age a human would - in other words a 100 year old werewolf would have decreased physical prowess equal to a 50 year old human. Most werewolves will die of old age between 120 and 140, though alphas never make it that long because they are challenged first, though in some instances an alpha will retire when he begins to become too old to lead.


There are several special werewolves within the pack in addition to the alpha, though the alpha can have one of the power sets below, he is only allowed one such set and him having it means that another werewolf does not. Within each pack, one werewolf has each of the following.


The beastmaster - this werewolf can speak to wolves and can even summon them with his howl. The summoned wolves don't have to obey but may be favorably inclined towards the beastmaster. The beastmaster can exert actually mental control over one wolf at a time, during which time he can see through its eyes, smell through its nose, and hear through its ears at a range of up to 100 miles.


The moonkeeper - once per month, this werewolf can call the spirit of the moon into his body, his fur becomes silvery and bright. Any werewolves within eyesight of the moonkeeper can transform into half-wolf form even if its day or the moon isn't up. This power lasts until the true moon rises.


The mystic - this werewolf can read signs and omens, allowing the mystic to receive a yes or no answer to any one question once per season.


The healer - this werewolf has the ability to help others in physical need. Under the care of the healer, a victim wounded by a werewolf has a 10% chance of surviving and turning, though the healer may only have one such patient at a time. Healers may treat the injured and diseased, preventing infection and curing mundane diseases. Healers may also eliminate the risk of infant mortality or the mother's death when a child is born.


The druid - this werewolf is a master of surviving in the wilds. While he remains with the pact, it need never fear starvation in the wilderness, extremes of heat and cold, or other dangers associated with the wild. Furthermore, the druid cannot be tracked through the wilderness, even by smell.


If one of these special werewolves should die, it takes a full year before another takes the place of the deceased.

Monday, October 3, 2005

Archmage Overlord


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You are a powerful archmage. Archmages don't have any one particular set of powers, but instead know a number of spells and may learn additional spells as time goes by. You begin play with the same physical prowess as you have in real life and as time goes by, you age normally.


Choose 10 of the powers below, and one additional power every 5 years.


Brew longevity potion - you have the ability to brew a potion that restores 5 years of youth to the drinker. This process takes a week of work.


Brew invisibility potion - this potion causes the imbiber to become invisible for an hour. It takes a week of work to create such a potion.


Brew potion of immunity - with a week of work, the archmage can brew an immunity potion. When imbibed this potion makes the archmage immune to one of the following for 24 hours : potion, disease, heat and fire, cold, electricity, mind control, or caustic substances. Each potion can only make the archmage immune to a single effect, though he can imbib multiple potions or multiple effects.


Brew healing potion - the archmage can brew a potion that when imbibed will heal the drinker of all injuries, diseases, or negative health conditions. This potion takes a week of labor to brew.


Brew potion of ressurection - the archmage can create a magical potion which will restore one single living creature to life. Creating this potion requires one month of labor and 10 potions of healing. The potion will heal what ever ailments that the person to be restored had, including what killed them, but it will not work on someone who died of old age.


Brew potion of vigor - the archmage may create a potion that causes the drinker's physical attributes to tremendously increase. The drinker gains double peak human strength, dexterity, and endurance for an hour. Brewing this potion takes 1 week.


Lead to gold - you can transform lead into gold, it takes 1 day of work for each 10 pounds of lead changed into gold.


Magical assault - you can fire energy from your fingertips, the kind of energy is up to you and can include anything from fire to freezing cold to lightning to acidic spray. This attack has a range of 500 feet and has enough power to kill a large animal such as a bear instantly. Using this attack takes about a second of concentration.


Charm - by touching a human and saying the magical words (taking about 5 seconds) you can charm that person. A charmed individual considers the archmage to be his best friend and will risk his life to help the archmage but wont violate deeply held principles. An archmage can only keep up to 10 people charmed at a time and each charm lasts for a month, though it can be renewed. Extremely strong willed individuals might be able to resist, but they are 1/1000.


Flight - you can fly or hover through the air with a speed of 100 mph.


Dispel magic - the archmage can, with 5 seconds of concentration and chanting, dispel any single magical effect within 100 feet. This undoes vampiric charms, curses, polymorphs, or anything of the sort. It also instantly destroys lesser demons or undead - though vampires and liches are merely stunned for about a minute if targeted.


Portal - by speaking (takes 5 seconds) the magical words, you may open a 5 foot diameter magical portal. This portal can lead to any place on the earth and lasts until you dismiss it or open another portal.


Force field - with just a though, the archmage can erect a magical protective barrier around himself. This barrier is static and protects a 10 radius around the archmage. No force or magic can penetrate this barrier, in or out.


Mage armor - the archmage is always surrounded by a field of magical energy that moves along with him. This armor protects the mage as well as the highest quality steel plate armor but protects every inch of him, including eyes and joints.


Polymorph - the archmage may change himself or any living creature within 100 feet into another creature. This spell will transform the target into any animal of 2000 pounds or less or down to an ounce. This transformation bestows all of the creatures natural abilities but the target keeps his own mind. This spell takes about 1 second to cast and the change takes about 10 seconds. The archmage can reverse this spell at will.


Rain of Destruction - the archmage can cause his magical assault to affect a large area instead of merely a single target. This causes either a blast of energy centered on a target within 500 feet that has a 50 foot radius or a cone 100 feet long and 20 feet wide at the terminal end. The prerequisite of this power is magical assault.


Scrying - with the use of a crystal ball or other magical device, the archmage can scry on far off lands. It is as though he is seeing through a remote camera that can fly at a speed of up to 100 mph. Scrying can instantly target any area that he has been to before or that he has scried upon before, for areas that he has never seen, he must send the magical remote eye there at the speed of 100 mph.


Familiar - the archmage has a single animal familiar. This familiar has human intelligence and the normal abilities of an animal of its type, which must weigh less than 20 lb. The archmage and familiar have a constant mental link which allows telepathic communication.


Contingency - should the archmage be killed or incapacitated, his body will be teleported to a secret sanctum that no others can enter. There his body will be revived slowly over time. It takes a full year for a slain archmage to regain his health in this way.


Craft Golem - the archmage can create a servant made of stone, a golem. This creature stands 8 feet tall and is immensely heavy. It has the strength of 10 of the strongest men and flesh as hard as granite, though its dexterity and walking speed is only half of the human average. It is immune to poison, disease, fear, thirst, and hunger and highly resistant to extremes of temperature and energy attacks. The golem requires 3 months of constant work for the archmage to build and he can only have 5 such creatures under his control at any point in time. Golems do not heal from injuries naturally, though it may be repaired by its creator - taking roughly 1 day of work per 1% of its body mass repaired.


Ritual of Weather - the archemage performs a day long ritual which can allow him to alter the weather. For the next 48 hours after the ritual is complete, the archmage can change the temperature by as much as 40 degrees fahrenheit up to 110 and down to 0. He can change precipitation by up to 2 inches per hour and can change wing speed and direction by 40 mph.


Wizard's Sanctuary - the archmage can construct a magical building that only he or those he allows may enter. This sanctum is immune to harm, its walls cannot be breached nor can anyone sneak in. Furthermore, the archmage has enough food and drink in his sanctum to supply up to 10 people indefinately. It takes a full year for such a sanctum to be constructed and enchanted and the archmage can only have one such sanctum at a time.


Instruct student - the archmage has the ability to take on apprentices. After a year of individual study with the archmage, the apprentice gains a single spell above. After 10 years, the apprentice gains another spell, then another each 10 years until they max out at 5 spells. These apprentices have no obligation to be loyal to their master aside from the promise of learning new spells, which they can only learn from another. The mage apprentices can only learn spells which their archmage master knows. Also, they cannot use their magic when under the effects of a Charm spell.


Sunday, October 2, 2005

Unseelie Fae Overlord


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You are an evil faerie of great power. As an evil faerie, you have power over illusions, fear, and darkness. You can create what ever illusions you desire within 100 feet of yourself. This can include sights, sounds, smell, even sensations like heat and cold. This includes making oneself or others appear different or even creating entire illusionary landscapes. These illusions can even provide tactile sensation, though they cannot inflict real harm. Illusions of this kind can also make things invisible, including large structures. An unseelie fae can teleport to anywhere it has been before with merely a thought or may fly through the air at a speed of 100 mph. By concentrating on a single foe within line of sight, you can create illusions of that victim's worst fears - causing them to fly in terror. An unseelie fae can cause a huge area to become dark and shadowy, like twilight, this area can be extended out from the fae at a radius of 1000 feet and it causes all living creatures in the area to become afraid and nervous. The unseelie fae can control the dreams of anyone whom he or she knows the full name of - this can cause the victim to go insane with nightmares within a week of such torment or may merely be used as a form of communication or influence.


The dark fae has twice a the strength and toughness of the peak human ability and 4 times the dexterity. The dark fae cannot be harmed by non-magical weapons, though cold iron, magic, and holy weapons can effect it normally. The dark fae has incredible senses, it can see in the deepest darkness or can hear a mouses heartbeat from a mile away, despite this it does not suffer from sensory overload. The fae is immortal, it does not need to sleep, eat, or breath nor is it affected by cold - though extreme heat and fire can still harm it. Should the dark fae's body be destroyed, it will reform within the center of its realm in 6 months. A dark fae suffers painful burns from touching cold iron or items that have been blessed.


The unseelie fae lives in its own special realm, one that is in between the faerie realm and the material world. This realm is centered at some special area - such as an enchanted glade or castle and extends out from that area for a 50 mile radius. Within this realm, the unseelie fae is a virtual god - its illusions can harm people as though they were real, the fae can make it day or night, summer or winter, can control time or temperature, can raise or lower mountains, and has control over every animal and plant. Changes made within this realm cannot affect the world outside, though mortals can enter this realm if the dark fae allows it, in doing so they put themselves at the evil faerie's mercy.


The dark fae has a number of servants, creatures who dwell within the faerie realm and who can leave on missions for their dark lord. The fae gets 1000 such minions. Those who are killed will be restored to life in the faerie realm one year after dying in the mortal world. Choose minions from the list below :


Goblins : these are small creatures, about 4 feet tall with greenish skin and sharp teeth. Despite being small, they are just as tough and strong as a human and twice as dexterous. They can see perfectly well in complete darkness though they have poor vision in daylight. They are armed with brass chain mail and swords.


Dire Wolves : these are huge wolves, twice as big as a normal wolf and more ferocious. They can be used as guard animals by themselves or can be trained to be riding mounts for goblins.


Orcs : these are larger versions of goblins, as tall as a human and more broad, they are 3 times as strong and tough as the average human. Like goblins, they can see well at night but not in the daylight. They also have little self control and sometimes charge the energy without heed of danger. Like the goblins, they are armed and armored with brass.


Trolls : these are huge towering creatures with the strength and toughness of 6 humans with peak ability. They have massive claws and teeth and are immune to fear and pain. They regenerate damage dealt to them from non-magical weapons or those not made of cold iron, recovering from terrible wounds within seconds and even decapitation within an hour if the body isn't burned or the wounds are made with cold iron. A troll counts as 10 minions.


Nymphs : these creatures appear as beautiful women. They have the ability to move silently and unseen in any wilderness area, even being able to teleport a short distances if it is within a forest. Because of their unearthly beauty, they have an 80% chance of seducing any human they attempt to. Nymphs can also speak with animals and gain their friendship, though control is beyond their ability. They have normal human female strength and toughness and twice human peak agility.


Raven : This is a highly intelligent magical raven who can fly about and act as a spy for the dark fae. It is twice as strong, fast, and tough as a normal raven and has human-like intelligence as well as the ability to speak.


If a dark fae steals a human baby that is less than a week old, it may transform that baby into a goblin, orc, or (if female) a nymph, permanently increasing its forces by 1. Doing this causes a changling to be left in the place of the baby, the changling has the characteristics of a mortal human but in completely loyal to the dark fae who left it.

Demonic Overlord


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You are a demonic lord. You do not dwell in the mortal realm, but rather in your own hellish dimension from where you give your followers orders. Your cultists may call upon you for power or even summon lesser demonic minions to serve them. As a demonic lord, you may talk to any mortal on earth, but only in their dreams. The only mortals you may communicate with while they are awake are your warlock servants.


You begin play with 13 warlocks (or witches, priests, infernalists, or what ever they wish to call themselves) in your service. Each of these individuals has a set of magical powers. Warlocks may communicate with you at any time, in fact you see out of the eyes of each warlock and hear from their ears, in fact you can feel any sensation that a warlock feels if you so desire. In addition, you can completely read their minds and control their thoughts. Warlocks are completely immune to fear, having knowledge that you look over their souls. Warlocks do not age and if slain, you as their demonic master can restore them to life any where else on the world 1 month after they are killed. In addition, warlocks each get 3 infernal powers below. Warlocks may themselves allow you to possess their bodies - temporarily giving them some measure of your strength and power.


A possessed warlock is 6 times as strong and the strongest human, twice as fast, 4 times as tough, and can only be killed from massive bodily damage such as decapitation and dismemberment. A possessed warlock has ALL infernal powers listed below. The possession lasts only a day, after which time his physical body dies from the stress.


Each warlock in your service is the head of a cult with 100 members. Each cultist is a normal human, but has 1 infernal power each. Any other mortals who willing choose to serve can likewise become a cultist and gain access to an infernal power.


On the new moon, if 12 cultists gather together and conduct a ritual lead by a warlock, then they can summon a demon. This requires 1 human sacrifice for each day that the demon is to remain on the earthly realm. The ritual takes a full night to perform and the demon remains under the control of the summoning warlock for a single month. One warlock can only have one demon in his service at a time.


Demons all have certain abilities : they are immune to hunger, thirst, and fatigue. They do not need to sleep, eat, or breath. They are highly resistant to physical harm, taking only 10% of the damage from physical non-magical attacks and have a 50% chance of shrugging off spells cast upon them. Demons also quickly regenerate wounds that aren't caused by holy sources, it usually takes a matter of hours to recover from any non-lethal wound.


Succubus : These demons appear as beautiful women with large bat wings and small horns upon her head, though she can create the illusion of looking like any humanoid creature of roughly the same size. A succubus has twice the strength and dexterity of a human. Succubi can read the mind of any living being it sees and knows its deepest darkest desires, this gives the succubus a 90% chance of seducing any humanoid living creature that isn't a player character.


Fiend : a fiend is a massive demon covered with iron plate. This creature stands 8 feet tall and has the strength of 10 men, twice a human's dexterity, and skin like solid steel. It also has peak human combat ability. War demon's weapons burn with hell fire, causing deadly burns to anyone touched even through normal armor.


Shadow : A shadow is a demon of pure darkness. It is invisible in darkness but can be seen when exposed to light, looking like nothing more than an animated shadow. Its touch causes terrible pain as he life force of the victim is leeched out, it takes 1 such touch to kill a living victim per 50 lb of that victim's weight, though the pain of the touch will incapacitate any living creature for 10 seconds. Shadows are immune to non-magical weapons, though they can be killed by fire or magic.


Imp : An imp is a small demon with wings and a tail. It is about between 1 and 2 feet tall and is not that good in combat, though it can spray a jet of hellfire up to 30 feet. The benefit of the imp is that it can deflect spells cast at its warlock master. Any spell cast at a warlock protected by an imp or the imp itself has an 80% chance of affecting the attack instead.


Possession : The demon possesses the body of the victim instead of manifesting pysically. This is the only case where the demon can stay long than a month, without the need for additional sacrifices either. The possessed mortal will have twice the strength and toughness it normally had and will be completely immune to pain and fear - though it wont have any other of the demonic immunities or powers. If attacked with holy magic, the demon can be forced out of the victim's body.



Infernal Powers


The cultist can shoot hellfire from the tips of his fingers, inflicting terrible wounds and pain. The burns inflicted from this terrible fire cannot be healed non-magically. This attack has a range of 100 feet. If the demonic overlord desires, his servants can substitute another kind of attack such as acidic spray or icy wind.


The cultist regenerates from its wounds, recovering from most injuries within minutes and taking about an hour to recover from grievous wounds such as missing limbs. The cultist can only be killed by massive bodily damage such as decapitation.


The cultist has skin like iron, its flesh is as protective as full plate armor.


The cultist has huge bat-like wings that allow it to fly at a speed of 50 mph.


The cultist is immune to one kind of energy - heat, cold, electricity, etc.


The cultist is breathtakingly beautiful and seductive, seducing people in the same way as a succubus does.


The cultist has the ability to frenzy, becoming immune to pain and fear along with becoming twice as strong and tough as any normal human.


The cultist becomes a master of hand to hand combat, gaining peak human fighting ability.


The cultist can control a swarm of insects, up to 100 pounds of bugs at a time.


The cultist is terrifying to behold, only the bravest can stand to fight against the cultist, the faint of heart run in terror or lose control of their bodily functions.


The cultist can change his shape to resemble any similarly sized human.


The cultist can become transparent, almost invisible, appearing as a vague distortion in space much like Predator.



Necromantic Overlord


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You are a necromancer. With but a single touch and by speaking the magical words (which takes about a second) you may animate a corpse into a zombie servant. Any living creature within 100 feet who makes eye contact with a necromancer will die and instantly become a zombie. A necromancer can surround himself with a cloud of necrotic energy, making himself immune to harm and magic as long as he maintains concentration and and doesn't move faster than a slow walk. Necromancers can shoot a ray of dark energy from their finger tips with a range of 500 feet, any living creature struck by it will instantly die. Undead creatures attacking a necromancer, whether in melee, with a ranged weapon, or magically, have only half of their strength, dexterity, or accuracy to do so and their magic only has 1/4 of the normal effect. Necromancers can heal any wounds they have suffered by touching an enemy and draining its life force - one touch of a necromancer will kill any living thing if the necromancer wishes. With a second of concentration, a necromancer lord can take control of an enemy undead creature within 100 feet, the undead will then serve the necromancer for the next hour unless it is a lich or vampire. Once per day you can surround yourself with a cloud of dark energy that reduces the strength, dexterity, and courage of living beings by half within its 500' radius - this power lasts for an hour. Once per day, you can curse a land that is within your line of sight, causing one acre of vegetation to die.


As a necromancer lord, you have your soul stored with a phylactery at a special hidden location. If you should ever die, you will be restored to life at the location of your phylactery within about 6 months of your death. As a necromancer, you age normally but at any point may undergo a transformation into a lich. As a lich, you gain all of the immunities of an undead creature - you are immune to poison, fatigue, thirst, hunger, fear, etc. In addition, you cannot be destroyed unless your body is completely demolished - even then your existence is restored by your phylactery. A lich is twice as strong as any mortal and just as dexterous, it also has the ability to see in absolute darkness. On the downside, it has the appearance of a withered corpse or skeleton with eerily glowing eyes and as a lich you cannot longer feel pleasure or pleasant sensations.


Zombies have virtually no intelligence of their own but will obey the will of their necromancer master. They are 50% stronger than humans, 50% less fast and dexterous, and extremely difficult to kill. To take down a zombie you must hack it to pieces, cut off its dead, or otherwise pulverize the body until it is useless. Zombies slowly decay over time, lasting roughly a year before becoming too rotten to be useful. Zombies are immune to poison, disease, thirst, hunger, fatigue, fear, etc.


Necromancers can create more advanced undead creations as well. These are more difficult to control and more time consuming to create.


Wights are a powerful form of undead created by necromancers. Each one takes a necromancer a week to create from a humanoid body, though this body must have been a great warrior in life. A wight is twice as strong as a mortal, just as dexterous, and even more durable. Wights can only be killed if their bodies are completely destroyed, even decapitation cannot destroy them. Also, they do not wear out as zombies do. Each wight has human-like intellect but only the vaguest memories of its human life, it is now devoted to the necromancer. Another variant of a wight is a death knight, a human wight with a wight horse steed. A necromancer can only control up to 1000 wights at a time.


Abominations are huge undead constructs made from the bones of giant creatures or numerous smaller creatures. They are a mishmash of flesh and bone, sometimes with numerous limbs or multiple heads or layers of bone armor. They are gigantic, weighing thousands of pounds and having the strength of over 20 men, though they are slow and lumbering. They are virtually impossible to destroy, requiring siege machines, explosives, magical weapons, or other creatures of incredible strength. They are, however, particularly vulnerable to holy weapons and the power of good priests. They have the lack of free will of zombies and all of the immunities of zombies as well. Creating such a creature requires a year of constant work by a single necromancer, though the labor can be split between multiple necromancers for a faster job - 6 necromancers wold take two months. Abominations slowly wear out like zombies, they need 1000 pounds of dead flesh added per year to prevent it from losing 5% of its strength and durability.


You may find other mortals capable of learning the dark arts of necromancy, though only one in a million people have that potential. When you find such an idividual, you may take them under your wing and begin training them. Such a person becomes an apprentice after a year of training. An apprentice can animate zombies in the same way as a necromancer lord can, though they have none of the other powers. In addition, an apprentice becomes an acolyte after 10 years of training. An acolyte can animate zombies and can also shoot out a beam of necromantic energy up to 100 feet, killing any living creature it touches. Acolytes can also create and control wights, up to 10 each.

Saturday, October 1, 2005

Vampire Overlord


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You are a master vampiric. As a master vampire you are immortal, your body is eternally young and vigorous. Your strength is 10 times as great as the human maximum and your dexterity is 5 times the human maximum. Your combat ability is also at the human peak. Minor wounds inflicted to your body heal within seconds while major injuries like having a severed limb take minutes to heal - the exception being damage dealt by sunlight or holy items or powers, such injuries take many days or even weeks to recover from. You can continue fighting at almost maximum efficiency unless you are decapitated or your body is thoroughly demolished - you are virtually immune to pain. Sunlight is highly damaging and painful to your, burning your flesh like fire. The sun burns about 10% of your body per minute of direct exposure or 1% per minute of indirect or covered exposure - meaning you permanently die within between 10 and 100 minutes of exposure to the sun. The sunlight also has the added effect of reducing your strength and dexterity down to peak human levels. Even if your body is completely destroyed, you will magically reform in your inner sanctum within 6 months.


As a vampire, you must drink a pint of humanoid blood every week or lose 5% of your physical prowess for each week missed. You also crave the blood of the living and have trouble resisting the urge to kill and drink blood. Among your other weaknesses are that you can't enter holy ground, you take damage from the touch of a good holy symbol, you can be repelled by those with faith or an extremely innocent heart.


On the plus side, you have a number of other powers. You can see perfectly well at night, even in absolute darkness. You have a sense of smell and hearing twice as good as that of a human. Despite being virtually immune to pain, you still have human pleasures and sensations. One of your most useful powers is the magical qualities of your blood. Any mortal who drinks your blood will have their strength and endurance enhanced by 20% each and heal at 5 times the normal rate for 24 hours. If you feed a pint of blood to mortal on 3 separate occasions, that mortal becomes a blood slave.


Blood slaves only age at one 5th the normal human rate. They have twice the strength and endurance of of normal mortal and 20% more dexterity. They are so fanatically loyal to their vampire master that they are immune to fear. They also have advanced healing abilities and are able to recover from wounds at ten times the normal human rate and can even heal back major injuries (loss of an eye or limb) over the course of a few years. One the down side, each blood slave requires a pint of vampire blood each week in order to not only maintain his or her powers, but to also remain loyal to the vampire. This blood requirement increases the amount of blood that the vampire himself must drink. Vampire blood can be fed to animals as well, usually wolves or dogs, for a similar effect.


In addition to the above powers, you may select 5 special powers from the below list and one additional power for each 10 years of existence.


As a master vampire, you may turn humans into vampires. These are called greater vampires. They have 6 times the maximum human strength and 3 times maximum human dexterity. They regenerate as 75% as quickly as a master vampire, though they can be permanently killed by decapitation, a stake through the heart, or sunlight. Otherwise, they have the same base powers as a vampire lord. They only have 3 special powers, and may only choose powers that their vampiric creator has.


A mortal who is transformed into a vampire by a greater vampire becomes a common vampire. They have 4 times the maximum human strength and 2 times maximum human dexterity. They regenerate as about half as quickly as a master vampire, though they can be permanently killed by decapitation, a stake through the heart, or sunlight. Otherwise, they have the same base powers and weaknesses as a master vampire. They only have 2 special powers, and may only choose powers that their vampiric creator has.


Finally, when a common vampire turns a mortal into a vampire, it becomes a lesser vampire. Lesser vampires have twice maximum human strength and 50% greater than maximum human dexterity. They regenerate at about 25% as quickly as a master vampire. They can be permanently killed by a stake through the heart, exposure to sunlight, or by massive bodily damage - including decapitation. Otherwise, they have the same base powers and weaknesses as a master vampire. They only have 1 special power, and may only choose powers that their vampiric creator has.


Created vampires are loyal to their creator, but only if there are 3 or fewer such created vampires. All created vampires aside from the 3 oldest (of a single creator) in existence are not loyal to their master, and may turn on him or may be willing to ally, but must be negotiated with.



Below are a list of special powers that vampires may select from.


The vampire can look into a mortal's eyes and make him or her its slave. It merely speaks the words and the mortal must obey. It can only command a limited number of such mortal at a time, but once it takes control, that mortal remains under control until the vampire releases him or the vampire dies. Master vampires can control 50 mortals at a time, greater vampires 10, and common vampires 5, and lesser vampires 1. This power does not affect other player characters.


The vampire's strength and dexterity increase by 20% each.


The vampire has the power to fly through the air. It can move quite gracefully or even hover in place. Masters vampires fly at 200 mph, greater vampires at 100 mph, common vampires at 50 mph, and lesser vampires at 25 mph.


The vampire can become completely invisible, not because light passes through it but because it clouds the minds of observers. It cannot attack or fight and remain invisible, but if it isn't violent you can sneak past anyone quite effortlessly. Becoming invisible takes about 30 seconds of concentration.


The vampire can animate zombies just as an acolyte necromancer can, controlling up to 1000 zombies at a time as a master vampire, 500 for a greater vampire, 200 for a common vampire, and 100 for a lesser vampire.


The vampire can create a field of necromantic energy around itself that makes it immune from all harm. For greater, common, and lesser vampires to do this it must remain perfectly still and take no other action, master vampires can still walk at a slow pace and maintain the protection. The only thing that can penetrate this protection is the light of the sun.


The vampire has such great speed that it can dodge any attack directed against it, even magical attacks and those it isn't aware of. Vampires have a chance of ignoring any attack directed against them, 80% for master, 60% for greater, 50% for common, and 40% for lesser.


The vampire's skin is as hard as iron and cannot be pierced by normal weapon, only magic or enchanted weapons can affect it or damage its flesh. Fire will still damage it though.


The vampire is resistant to the light of the sun, taking damage from sunlight per 10 minute time interval instead of per minute.


The vampire no longer has as strong a need for human blood, it only needs to drink a pint a month instead of a week.


The vampire has the power to drain the life from any enemy with but a touch - anything alive dies that the vampire touches and undead creatures are drained of their animating life force and collapse.


The vampire can magically sink into the earth to prevent it from being exposed to sunlight or attack, doing this takes a full minute of concentration but once completed no amount of digging can reveal its body.


The vampire becomes supernaturally attractive and charming, all who see the vampire will be drawn to him or her and feel inclined to obey or serve the vampire, though those charmed will not take actions that are against their nature to appease the vampire.


The vampire can control animals, a certain number of pounds of animals (down to the size of rats or bats) can be controlled at a time. Master vampires can control 1000 lb, greater vampires 500 lb, common vampires 250 lb, and lesser vampires 100 lb. Any vampire can with this power can control its riding mount, even if it exceeds the weight allowance.


The vampire can change its shape into animal or humanoid of its own size or smaller, down to the size of a small bat or mouse. This can include the ability to look like any human, but also allows the vampire to take the shape of flying animal to gain its mode of transportation.