Saturday, 30 January 2021

DHAMPIR VIGILANTE Class Updated!

 


  This is the most up-to-date version of the Dhampir Vigilante class, if you're curious about the original version it's HERE.


DHAMPIR VIGILANTE

Requirements: Minimum Str 13, Minimum Dex 13
Prime requisite: STR
Hit Dice: 1d8
Combat Progression: As Fighter
Saving Throws: As Dwarf
Maximum Level: 14 (Or no limit if your game doesn't stop at Level 14 for Humans.)
Armour/Shields: Any
Weapons: Any
Languages: Common, Shadows

Abilities, Skills & Weaknesses

  • Combat Machine: Extra attacks up to current level on enemies of 1HD or less.
  • Infravision 30 ft.
  • Unarmed Combat: Fists or fangs, 1d4
  • Skill, Supernatural Lore: 3 in 6 chance to have useful information about the supernatural. If a roll fails about a specific subject matter, the information can only be learned through the story. A new roll can be attempted after a level has been gained as long as the character had some downtime to do research in the meantime. The GM can give penalties for obscure lore or declare that a roll can't be made in the first place.
  • Skill, Urban Tracking: 3 in 6, the ability to track someone or something down in a city via gathering clues and talking to people. It's always possible that no clues at all are out there for the time being and thus that such a roll fails automatically. How long such an investigation takes is up to the GM, but the Player can always stop searching before the end if it's taking too long, the roll is then automatically declared failed.
  • Climb Sheer Surfaces: Same progression as a Thief
  • Hear Noise: Same progression as a Thief
  • Hide in Shadows: Same progression as a Thief
  • Move Silently: Same progression as a Thief
  • Immunity to Ghoul Paralysis.
  • Immunity to Blood Diseases.
  • Supernatural Healing: The Dhampir Vigilante can heal faster than humans once per day. Mechanically this is the same as the spell Cure Light Wounds but the Dhampir Vigilante can only do it on himself.
  • Stronghold: At any level as long as the Dhampir Vigilante has the funds for it.
  • Vulnerable to Holy Water: Contact with Holy Water will cause 1d4 damage to the Dhampir Vigilante.
  • Weakened by Daylight: When exposed to daylight directly, all Saving Throw rolls take a -1 penalty.
  • One Foot in the Grave: While the Dhampir Vigilante is not Undead, their connection to their Vampiric ancestry means that they can be affected by a Turn Undead attack. They can only be Turned however, never destroyed by it.
  • Bloodlust: All Dhampirs thirst for the blood of humans. Some try to keep it in check, others don't. The GM decides when this comes into play or not, and how to handle it rules-wise. If the GM deems it appropriate there are rare moments when this could be an advantage, such as allowing a Dhampir to track a bleeding person from the scent of their blood for example.
  • Vampiric Gifts: Starting at Level 2, a Dhampir Vigilante can choose to roll 1d4 HP instead of 1d8 when levelling up in exchange for a Level 1 Arcane Spell that he can use 1/day. The same spell can be chosen many times, in that case it adds an extra use per day. A Dhampir Vigilante can never have more Level 1 spells than an Elf of the same level. No spellbook is required for this.

XP CHART

  • Level 1: 0 xp
  • Level 2: 4000 xp
  • Level 3: 8000 xp
  • Level 4: 16 000 xp
  • Level 5: 32 000 xp
  • Level 6: 64 000 xp
  • Level 7: 128 000 xp
  • Level 8: 240 000 xp
  • Level 9 Onwards: +120 000 xp /additional level


  


Sunday, 24 January 2021

The Crimson Hound's Suit

   I have to admit that for something as important as the look of a masked vigilante, the Crimson Hound's look has remained somewhat vague so far. 


 During Serial 1 this is what he looked like from the neck up, based on an awful drawing I made just because the Old-School Essentials character sheet I was filling out had room for a character sketch:



  So a red domino mask and a black cloak is what we see of his costume. In Serial 1 and 2 he wears leather armor and since his name is The Crimson Hound, I'll clarify right now that leather armor is red.

  During Serial 1 I tried to bring the Crimson Hound to life for the intro and made a comic-book style domino mask out of construction goggles:



  A work in progress and you can easily see the flaws. The white eyes are made with a sheet of kleenex and they folded a bit too much, they were hard to straighten out. A friend of mine pointed out the mask looked like a VR set and that gave me the idea that the Crimson Hound's portable computer could be incorporated into his mask and made into Augmented Reality goggles in the story. The outside of the goggles is actually a screen that can be modified by the Crimson Hound to show a few templates, the default one being the comic-book style red domino mask. The eyes can go from white empty eyes to letting the eyes section 'peel' back and allow others to see his actual eyes behind the screen of the goggles, although with a red hue. Hard for me to create such a device but thankfully a filter allowed me to make it look right: 


  So starting in Serial 2, the Crimson Hound now has AR goggles instead of a traditional domino mask and we can see his black cloak now has a Dracula-style collar and is big enough to cover his shoulders and chest. Fun fact, the cloak is actually my real-life winter coat, which has a collar that can be pulled up for when it's cold.

  For what that can look like overall, I imagine an overall style similar to that of Luke Skywalker in Dark Empire:




 


Tuesday, 29 December 2020

Crimson Hound - Updated Character Sheet

  THE CRIMSON HOUND (ADAMUS WARD)

Dhampir Vigilante Level 1

Experience: 1000 /3400 xp


HD: 1d8

HP: 11


STR: 17 (+2)

DEX: 14 (+1)

CON: 18 (+3)

INT: 13 (+1)

WIS: 14 (+1)

CHA: 10 (--)


SAVING THROWS: D (8) W (9) P (10) B (13) S(12)

AC: 13 (10 + 2 Leather Armor +1 Dexterity Bonus)

Bonus To Hit:+0

Melee Attack Bonus: +2

Ranged Attack Bonus: +1


Class Abilities

  • Can use all Weapons and Armors
  • Combat Machine: Extra attacks up to current level on enemies of 1HD or less.
  • Infravision 30 ft.
  • Unarmed Combat: Fists or fangs, 1d8
  • +2 on Saving Throws v.s Death/Poison
  • Skill, Supernatural Lore: 3 in 6 chance to have useful information about the supernatural. If a roll fails about a specific subject matter, the information can only be learned through the story. A new roll can be attempted after a level has been gained as long as the character had some downtime to do research in the meantime. The GM can give penalties for obscure lore or declare that a roll can't be made in the first place.
  • Skill, Urban Tracking: 3 in 6, the ability to track someone or something down in a city via gathering clues and talking to people. It's always possible that no clues at all are out there for the time being and thus that such a roll fails automatically. How long such an investigation takes is up to the GM, but the Player can always stop searching before the end if it's taking too long, the roll is then automatically declared failed.
  • Climb Sheer Surfaces: 87%
  • Hear Noise: 2/6
  • Hide in Shadows: 10%
  • Move Silently: 20%
  • Supernatural Healing: The Dhampir Vigilante can cast Cure Light Wounds once per day but only on himself/herself.
  • Vulnerable to Holy Water: Contact with Holy Water will cause 1d4 damage to the Dhampir Vigilante.
  • Weakened by Daylight: When exposed to daylight directly, all Saving Throw rolls take a -1 penalty.
  • One Foot in the Grave: While the Dhampir Vigilante is not Undead, their connection to their Vampiric ancestry means that they can be affected by a Turn Undead attack. They can only be Turned however, never destroyed by it.
  • Languages Known: Common and the Language of Shadows

Equipment: Handgun  (1d6, Rate of Fire 2) + 20 bullets, 3 Electric Batons (1d6, +1d4 Dam. when using a charge. 10 charges each. Can potentially Stun, details up to the current GM), Leather Armor, Slim Backpack (Easily detachable when needed via a clips system, hidden beneath the cape), Mini-Computer with access to Augmented Reality (Built into mask/visor), 1 Med Kit (1 round to apply, heals 2d4 HP), 42 GP. 

  He rents an apartment in a bad part of town that costs 30 GP/month, 1 month is already deducted from his current GP.

Story: Adamus Ward is nothing but a fake I.D illegally bought by the Crimson Hound to disappear within the masses of Glumengrad, but he's taken a liking to it. Born with the designated name of Hound #6, Adamus knows nothing of the details of his birth. All he knows is that he was raised from childhood to be a soldier in humanity's war against the supernatural. 
  The fact that he was fed with blood injections was just a normal part of his life, although since on his own he has grown to love food. He was one of many Hounds, an elite secret team of monster hunters, none of them entirely normal. One night as they were trying to capture a creature inside an abandoned building, he heard his superiors give the order over the comlink; The building was to be destroyed with the Hounds inside. 
  He alone survived the explosion it seems. To this day he does not know if the organisation who raised and trained him was the government, a corporation or something else entirely. He does not know why he and his brothers and sisters were to be sacrificed. What he knows is that he used to not question these things, everything was a bit of a blur really. He now suspects there was something in the blood they gave him to numb his mind as well, because after he escaped his mind became more and more clear with each passing day. 
  He now continues to do what he's always done, hunt down monsters, only he does it on his own terms as the Crimson Hound. He suspects it will eventually attract the attention of his old patrons who betrayed him and the others. He welcomes that, for it would give him a path to revenge.




P.S: The character sheet and stats can be temporarily changed to fit a Guest GM's rules and/or system, it is used as a starting point and nothing is written in stone.

Saturday, 19 September 2020

New BX Class: Dhampir Vigilante

 



(EDIT AS OF JANUARY 30TH 2021: I've changed and updated the Class after some play-testing HERE. The version below is the older one.)

  As mentioned in a previous post, I chose White Star's Alien Brute class to represent the Crimson Hound stats-wise. It seemed like a good enough fit as I didn't exactly have time to create and playtest a whole new Class before starting off the show. 

  It just so happened that since then I've noticed a book come up in the blogosphere; BX Options: Class Builder. Using its system both directly and as a guideline, I grabbed everything the Alien Brute had and added a few things to create the Dhampire Vigilante Class for BX games. 

  If the Crimson Hound survives Serial One, that's the Class he'll take up starting Serial Two!

  Hope you all like it, consider the text an informal version for now and feel free to leave feedback in the comments.

DHAMPIR VIGILANTE

Requirements: Minimum Str 13, Minimum Dex 13
Prime requisite: STR
Hit Dice: 1d8
Combat Progression: As Fighter
Saving Throws: As Dwarf
Maximum Level: 14 (Or no limit if your game doesn't stop at Level 14 for Humans.)
Armour/Shields: Any
Weapons: Any
Languages: Common, Shadows

Abilities, Skills & Weaknesses

  • Combat Machine: Extra attacks up to current level on enemies of 1HD or less.
  • Infravision 30 ft.
  • Unarmed Combat: Fists or fangs, 1d8
  • +2 on Saving Throws v.s Death/Poison
  • Skill, Supernatural Lore: 3 in 6 chance to have useful information about the supernatural. If a roll fails about a specific subject matter, the information can only be learned through the story. A new roll can be attempted after a level has been gained as long as the character had some downtime to do research in the meantime. The GM can give penalties for obscure lore or declare that a roll can't be made in the first place.
  • Skill, Urban Tracking: 3 in 6, the ability to track someone or something down in a city via gathering clues and talking to people. It's always possible that no clues at all are out there for the time being and thus that such a roll fails automatically. How long such an investigation takes is up to the GM, but the Player can always stop searching before the end if it's taking too long, the roll is then automatically declared failed.
  • Climb Sheer Surfaces: Same progression as a Thief
  • Hear Noise: Same progression as a Thief
  • Hide in Shadows: Same progression as a Thief
  • Move Silently: Same progression as a Thief
  • Supernatural Healing: The Dhampir Vigilante can cast Cure Light Wounds once per day but only on himself/herself.
  • Stronghold: At Level 10
  • Vulnerable to Holy Water: Contact with Holy Water will cause 1d4 damage to the Dhampir Vigilante.
  • Weakened by Daylight: When exposed to daylight directly, all Saving Throw rolls take a -1 penalty.
  • One Foot in the Grave: While the Dhampir Vigilante is not Undead, their connection to their Vampiric ancestry means that they can be affected by a Turn Undead attack. They can only be Turned however, never destroyed by it.

XP CHART

  • Level 1: 0 xp
  • Level 2: 3400 xp
  • Level 3: 6800 xp
  • Level 4: 13 600 xp
  • Level 5: 27 200 xp
  • Level 6: 54 400 xp
  • Level 7: 108 800 xp
  • Level 8: 204 000 xp
  • Level 9: 324 000 xp
  • Level 10: 444 000 xp
  • Level 11: 564 000 xp
  • Level 12: 684 000 xp
  • Level 13: 804 000 xp
  • Level 14: 924 000 xp
  • +120 000 xp per Level if your game goes beyond Level 14