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Dice Rifts Adventure - OOC

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Sherwood Sherwood Oh! I should add that I mean to give you benefit of the doubt. I don't think for a minute that you meant to do anything but maybe speed the game along for the rest of us.

A Game Master can put up any scenario they want but it takes the Players to move tbe story along, right? =)

I remain genuinely interested to see just what happens to Turner. We might move on northward with our adventure without a single die being rolled or we might be knee-deep into combat right here in Florida.

How is this all going to turn out? =)
 
I certainly didn't mean to try and post for your character, and if it came across that way, I apologize. I was just going along with what psychie had posted in the OCC thread.
 
I certainly didn't mean to try and post for your character, and if it came across that way, I apologize. I was just going along with what psychie had posted in the OCC thread.
Thanks, Bud! All is well! =)
 
Sorry it has taken me so long to get back here to answer this. I am good with you being able to go into the sleeping chamber of Jake Turner and doing nasty things to him. I didn't know that Dreamy had that spell, but I didn't want to be a jerk and suddenly come up with lots of reasons why you couldn't get to him as he sleeps. You guys are good to cry havoc and unleash the dogs of war.
 
I've cracked open the Heros of the Megaverse book, and after wavering a while on it or a Dragon (Thank you for your help dann!), I've decided to make a charictar who is a hero. according to the Book, it's suggested I get two powers (three if randomly rolled, i want to choose), but as always, it is the GM's choice.

I have three ideas. the main one is (as is fitting with our campaighn)
Screenshot 2023-11-08 7.14.05 PM.png
Screenshot 2023-11-08 7.14.17 PM.png
Screenshot 2023-11-08 7.14.25 PM.png

And then, to make me an MDC charictar
Screenshot 2023-11-08 7.15.50 PM.png
Screenshot 2023-11-08 7.16.03 PM.png

but if you find that to be too buffed, i can take this.
Screenshot 2023-11-08 7.13.30 PM.png

as with the book, i wouldnt take an OCC, and if i took an RCC, it would only impact a few things. but I want the Psychie Seal of Approval before i move forward.
 
That is a lot of damage resistance against vampires and other supernatural creatures. Hmmmm. I will have to ponder this, but my gut reaction is to limit this a bit. As it stands right now, if a monster hits you, it's only doing, what? Half of ten percent? No. That's too much.

IF you take the top two powers, you will only be allowed the damage resistance from the Invulnerabity and not adding in the Demon Slayer one, and you will have to get used to being the target of a lot of attacks as your reputation spreads.
 
Sorry it has taken me so long to get back here to answer this.
Psychie Psychie Give yourself a break! Has it not been less than 24 hours since I asked? As far as I'm concerned, I couldn't reasonably ask for a faster answer! =)

Sorry it has taken me so long to get back here to answer this. I am good with you being able to go into the sleeping chamber of Jake Turner and doing nasty things to him. I didn't know that Dreamy had that spell, but I didn't want to be a jerk and suddenly come up with lots of reasons why you couldn't get to him as he sleeps. You guys are good to cry havoc and unleash the dogs of war.
Thank you! To be specific, does this mean Dreamy can take out Jake Turner permanently?

If so, I would like to have her return to the group with some kind of proof, perhaps a ring or something smaller than 6 inches, that proves the deed. Maybe his access cards to his vault or something like that. Something that's definitely his.
 
That is a lot of damage resistance against vampires and other supernatural creatures. Hmmmm. I will have to ponder this, but my gut reaction is to limit this a bit. As it stands right now, if a monster hits you, it's only doing, what? Half of ten percent? No. That's too much.

IF you take the top two powers, you will only be allowed the damage resistance from the Invulnerabity and not adding in the Demon Slayer one, and you will have to get used to being the target of a lot of attacks as your reputation spreads.
absolutly fair. makes me nigh-invurnurable, and i dont want that. hmm. what if, i took the Slayer with all of the Sillyness, and then the Bio-regen with that one part of the impervious bit that lets me be MDC? that way, i get some heal factor but a much weaker one, and a great deal fewer resistances, but i can play with the big boys and take a few hits. and we can even nerf Slayer a little too.

alternately, i take Impervious, and also

1699500650763.png

but honestly, I'd prefer to be less powerful and immune to all of the madness ever invented. it isnt fun to play a charictar who just goes "lol nah doesnt work on me" to every attack, unless if they have a really good excuse for it. I just wanted Impervious for the MDC fix.

Tis your choice, i leave it in your capable hands as to decide which option will fit the best for our game.

(Also. looks like i wont be able to seduce any vampires. sorry team edward lol)
 
No Demon Sight for reasons that will be apparent later on. The Demon Slayer with the bio-regen can work, though.
 
(Thank you for your help dann!),
My pleasure, Alex! =)

Yes, so long as you can bring with you a means of destroying a vamp.
Psychie Psychie O.K.. Here's where I have questions. According to Ze Internet, vampires in Palladium changed a bit when Palladium rereleased Vampire Kingdoms? I don't own that so - as a Player - I don't know how to kill vampires in Vampire Kingdoms 2.0..

However, I feel Dreamy will know. It's what she does, right? So... what does it take to permanently kill a vampire and is it on her character sheet or does she otherwise have access to it?

Also, does Jake Turner have identifying items that can prove he's been slain? I don't want for Dreamy and Sylvie to return without evidence of her claim - that seems like it has the potential of side-tracking our adventure and messing things up. At least, from this Player's perspective.
 
Either one. I don't want to leave you out of the action if there is something you wish to do.
For now takuma will look for the back door and maybe a little bit of extra equipment to use such as uv light, stakes and maybe some holy water to get an edge against the vamp or at the least a priest who is not corrupt.

Failing that just some extra small cash or provisions for the party as they might not have much food.
 
My pleasure, Alex! =)


Psychie Psychie O.K.. Here's where I have questions. According to Ze Internet, vampires in Palladium changed a bit when Palladium rereleased Vampire Kingdoms? I don't own that so - as a Player - I don't know how to kill vampires in Vampire Kingdoms 2.0..

However, I feel Dreamy will know. It's what she does, right? So... what does it take to permanently kill a vampire and is it on her character sheet or does she otherwise have access to it?

Also, does Jake Turner have identifying items that can prove he's been slain? I don't want for Dreamy and Sylvie to return without evidence of her claim - that seems like it has the potential of side-tracking our adventure and messing things up. At least, from this Player's perspective.
Yes, Dreamy will know what will work to permanently kill a vampire. I will dive into the books to post the latest in vampire slaying spells and weapons probably tomorrow.
 
Ok, here is the list of things that can hurt/kill a vampire. It is pretty long, so I'm going to spoiler it.

While magic can hurt and incapacitate a vampire, unless the vampire's body is completely destroyed, the unprecedented regenerative powers of the vampire will bring the monster back to
undead life.
Mega-Damage magic energy, such as Ballistic Fire, Call Lightning, Dragon Fire, Electric Arc, Fire Ball, Meteor, Wall of Flame, etc., inflicts half damage direct to Hit Points. The listed M.D. damage is considered Hit Point damage when used against vampires. Magic spells that inflict S.D.C. damage, such as Energy Bolt, do no damage to the undead.
Blind and Mute affect vampires, but the duration is half.
Blinding Flash temporarily blinds a vampire as per the usual spell but for half the usual duration. Likewise, Cloud of Smoke, Fog, Sandstorm, and similar magic that creates a physical force that impairs vision and senses have full effect on the vampire. However, any damage inflicted by the spell does no damage to the vampire.

Carpet of Adhesion and Magic Net are both excellent means to temporarily stop a vampire, but the undead can easily escape by turning to mist.
Circles of Protection keep all vampires, except the Master, outside their borders. Likewise. the undead cannot enter a place that has been protected by a Sanctum incantation, nor can they
pass through or over an Impenetrable Wall of Force.
Constrain Being and Banishment force all but the Master Vampire from an area as per the spell.
Deathword does 10% damage to vampires.
Desiccate the Supernatural does full damage.
Frostblade and other cold spells do half damage.
Globe of Daylight creates true daylight, but it is NOT powerful or intense enough to destroy a vampire. However, the magic globe of light is strong enough to ward off most vampires, holding
them at bay just beyond the edge of the light. Light shines in a 12 foot (3 .6 m) radius from the globe, preventing vampires from entering the lighted area.
Healing via magic does not work on vampires.
Illusions. Vampires are fooled by illusionary magic, thus, Multiple Image, Mask of Deceit, and others are useful spells.
Apparition, Horrific lllusion and Hallucination are effective only if the image is something frightening to a vampire. like running water, a crucifix, dragon, etc.
Invisibility: Vampires cannot see the invisible except when in bat form.
Lifeblast does I D6x 10 damage to vampires and only the Master vampire can roll to save.
Lightblade does full damage.
Metamorphosis: Human has the bizarre effect of momentarily (2d6 seconds) forcing a vampire into his true demonic corpse form, with monstrous features, fangs, pointed ears, long
fingers and red eyes. But the transformation lasts only seconds and a successful save vs magic produces no results whatsoever.
Metamorphosis Spells of other varieties have no effect on vampires.
See Aura or Sense Evil will help identify a vampire (vampires do not register as magic).
Speed of the Snail and Fly as an Eagle have full effect!!
Summon and Control Entity and Exorcism do not apply to vampires; no effect.
Summon Lesser Beings can be used to summon Wild Vampires and Secondary Vampires that have existed for less than a month. The Master is impervious to the summons.
Summon and Control Storms can be extremely deadly to any vampire caught in a sudden downpour.
Supernatural P.S. spell magically magnifies a character's P.S. to the supernatural level. Damage that would be M.D. via Supernatural P.S. does Hit Point damage to vampires.
Swim as a Fish will impart the ability to swim, but does not protect the vampire from the water and running water kills vampires.
Telekinesis can hurl wooden weapons toward the heart at a distance and often with greater accuracy than thrown weapons. Telekinesis can also be used to strike from behind or above.
Water Magic, including Ocean Magic and Water Elemental magic, does double damage to vampires. The punch, kick or water blast from a Water Elemental does an additional 2d6 damage
to vampires.
Creatures of magic that also possess Supernatural Strength inflict their full M.D. as Hit Point damage to vampires in physical combat. Thus, if punch or claw strike does 4d6 M.D. it inflicts
406 Hit Point damage to vampires. It is the same for true supernatural beings. e.g. fellow demons, Deevils, Splugorth, Demigods, Godlings, angles, deities, and so on. Note: Augmented and
Robotic P.S . does no damage to vampires even if the ' Borg or 'Bot is capable of inflicting Mega-Damage. Supernatural P.S. is on an entirely different. metaphysical level , which is why it works and other M.D. attacks by mortals and their creations of science do not.
Magic Weapon: Anti-Monster - Mystic Cyborg. Though a living being, he is mentioned here because the Anti-Monster is considered to be one of the deadliest and most feared enemies of
vampires and the supernatural. This weird TW-cyborg is said to be created by people someplace in South America, but the technology and design is believed to originate from an alien world. In recent years. an increasing number of Anti-Monsters have made their way to the Yucatan and Mexico, where they battle the undead. See Vampire Hunters for details.
Magic Weapons: Biomancy. The magic of the South Americans and Lemurians is said to draw upon life energy, thus. Biomancy weapons and creations and magic spells do full damage to vampires.
Magic Weapons: Demon Slayer and Vampire Slayer. Inflict full damage.
Magic Weapons: Holy. Inflict full damage.
Magic Weapons: Rune Weapons and Bio-Wizard Weapons. Unless stated otherwise, the typical magic weapon inflicts half damage as Hit Point damage rather than Mega-Damage when used against vampires. Convert M.D. to Hit Point damage and divide by half.
Magic Weapons: Soul Drinkers. Vampires have no soul per se, but a tiny sliver of the fragmented essence of the Vampire Intelligence that spawned them. That fragment cannot be "eaten,"
so Soul Drinking weapons (rare) tear the essence from the physical body, sending back to the Intelligence and causing the physical body to crumble to dust.
Magic Weapons: Techno-Wizard Devices. Magical objects and weapons are popular in the arsenals of Vampire Hunters and Demon Slayers. Techno-Wizard vampire hunting weapons are
found throughout the American Southwest and northern Mexico and inflict full damage. Techno-Wizard weapons that are not specifically designed to hurt vampires inflict half damage.
impervious to all forms of mind control, including Empathic Transmission, Exorcism, Hypnotic Suggestion, Mind Wipe, Mind Bond, Trance and Psionic Illusions. Likewise, Bio-Manipulation,
Electrokinesis, Healing Touch, Induce Sleep, Psychic Purification, and Pyrokinesis do not work on vampires; no effect. However, vampires are susceptible to other psionic attacks. Sense Evil
(vampires radiate as supernatural evil) and See Aura are useful in identifying vampires.
Psionics that affect Vampires: Normal Empathy (to sense the vampire's emotions), Telepathy (dangerous with vampires), Presence Sense, Telekinesis, and most other psionic powers are effective against vampires and function as they would against a normal human foe. The danger of using Telepathy on a vampire is that once contact is made with the monster, he can use his own powers of Hypnotic Suggestion and Mind Control without gazing into the psychic's eyes; make the usual roll to save vs psionic attack/mind control when the vampire tries to take control.
Hydrokinesis is an especially lethal psionic power when fighting vampires. A water spout inflicts 4D6 Hit Points of damage to a vampire per each gallon of water hurled. One gallon (3.78 liters)
of water can be hurled/manipulated per level of the psionic.
Mind Bolt inflicts Hit Point damage (rather than S.D.C.) but at half damage.
Psi-Sword inflicts Hit Point damage to vampires rather than Mega-Damage.
Telekinesis is perhaps the most lethal of all the psionic powers because the psychic can use it to push, lift and hold a vampire in physical form. Moreover, Telekinesis can be used to plunge a
stake through the heart or hurl a barrage of light wood weapons at the vampire from any side; up, down, from behind, etc. Note: Telekinetic punches do no damage, and a vampire can escape being pinned or held by Telekinesis by tuming into mist.
Any weapon can be plated in silver. Most weapons of silver, whether they be blade, club, spear tip or arrowhead, and whether made entirely of silver or just coated/plated in silver, inflict double damage direct to Hit Points.
Silver bullets, however, are the exception and inflict normal damage for that caliber.
In all cases, the silver must be as pure as possible to be effective. Silver diluted by impurities is ineffective. Any grade of silver that has less than 85% silver content is useless. Silver is more durable than wood, but is a softish metal and will scrape, dent, and melt more easily than others. Silver is another element that grounds the vampire to the earth and makes him vulnerable to destruction. Like wood and magic weapons, a silver weapon inflicts damage and can temporarily incapacitate the vampire. A silver-plated stake or weapon functions identical to those made of wood and inflicts double the usual damage as Hit Point damage to the vampire. Note: This also means a silver stake impaled through the heart puts the vampire into the infamous coma state that people not familiar with vampires think is death. Remove the spike and the vampire returns to undead life.
Unlike when using other melee weapons, P.S. damage bonuses DO NOT apply to using wooden or silver weapons against vampires. The damage inflicted is as listed, regardless of P.S. or other damage bonuses. Similarly, Supernatural P.S. punch damage is NOT added to damage inflicted by handheld weapons against vampires.
Silver Weapons: See the Weapon Section for a wide range of different silver-plated weapons.
Silver Bullets are so small that a silver-coated or tipped bullet only does its normal damage. For detailed information, see the section on Silver Bullets in the Weapon Section of this book.
Note: A vampire can remove any foreign particles, such as silver bullets or shards of wood, from his body by turning into mist, as long as he has not been incapacitated by a stake through
the heart or beheading. A stake in the heart must be physically removed by someone other than the vampire, as it instantly shuts the undead down.
Yet another weakness tied to the elements, the light of day can turn a vampire into ashes. The undead cannot survive in sunlight. Undead Vampire suffer ID6xl0 points of damage direct to Hit
Points for every melee round (15 seconds) of exposure to sunlight/daylight. While exposed to the light of day, the creatures of the night are powerless. They cannot use their powers, cannot
Bio-Regenerate and can barely move (reduce the number of melee attacks/actions and speed by 70%). In a matter of minutes, they are reduced to ashes. Permanently destroyed.
Vulnerability During the Day. Vampires must sleep during the day. They cannot seek refuge in a subterranean abode, shielded from sunlight, and remain active. They are not like humans who can function during day or night. The vampire's sleep is a deep, stasis-like sleep from which they are not easily roused. However, a vampire can be woken and can function for a limited time during the day, as long as he or she is shielded from the sun.
A vampire trying to function during daylight hours is groggy and befuddled. The condition is similar to the state a human is in for the minute after he first wakes up, only the vampire remains
in the sluggish , blurry-eyed state the entire period. During this semi-awake period, the vampire's attacks, speed , bonuses, and skill performance are all reduced by half. And the entire time the vampire wants to get back to sleep. A vampire whose sleep has been disturbed is also angry and/or feels threatened, thus reacting to intruders with deadly force.
The need to sleep the deep stasis sleep and the vampire's impaired abilities make them extremely vulnerable during daylight hours. Consequently, Vampire Hunters try to find the vampire's
lair and attack him there during the day. Most vampires move their lair the instant they find it has been discovered . Note: A vampire may be able to force himself to stay awake for as long as
one hour before collapsing into a coma-like sleep.
Globe of Daylight spell holds vampires at bay. The magic spell Globe of Daylight does create true daylight, but it is not powerful enough to destroy a vampire. It can, however, hold vampires at bay just beyond the edge of the light and prevent them from entering the lighted area. Do not underestimate the vaIue of the Globe of Daylight spell. (In play-tests, the spell saved the day or bought enough time for the heroes to escape, regroup or hold vampires at bay long enough for help to arrive, many, many times.)
[/spoiler=Supernatural Beings]
True supernatural creatures - demons, Deevils, Alien Intelligences, etc. hurt vampires with their punches, bites and physical attacks. A fellow supernatural being inflicts full damage, with M.D. points becoming Hit Point damage to vampires. Thus a demon that does 3D6 M.D. does 3D6 Hit Point damage to vampires. Mortal beings with the super ability of Supernatural P.S. also do damage to vampires as per their Supernatural P.S.
Creatures of magic, such as dragons and Faerie Folk, are NOT supernatural beings, though they share many of the same abilities and aspects, so that people often confuse the two. The big
difference is that creatures of magic are mortal. They may be long-lived but they are mortal and die. Supernatural beings are immortal and perish only when slain by a third party. As a rule,
because of their innate magic natures, creatures of magic do half damage to vampires with their bare hands, fists, kicks and bites. However, creatures of magic who have Supernatural Strength do full damage, just like anyone else with Supernatural P.S.
Holy Water
Holy water is ordinary water, or water mixed with oil, blessed by a priest whose god(s) is of a Scrupulous or Principled good alignment, and recognized as a God of Light. Holy water splashed
on a vampire bums like molten lead.
• Vial of Holy Water (6 ounces): Six ounces (177 rnl) does 3d6 Hit Point damage.
• A vampire cannot enter a circle drawn with holy water while it is wet. Once the water has all dried, the undead can enter.
• Covering the soil of the homeland inside a vampire's sleeping chamber with holy water destroys the soil by contaminating it.

Running Water
Running water can destroy a vampire.
Being immersed and held down in a river, stream or other source of running water can destroy the monster. The moment the vampire is immersed in water he loses his powers and must flee or be destroyed. Running water is like acid. Holding a vampire under running water sees the body boil and melt into slime, then disappear without a trace.
Water damage does not heal as quickly as all other forms of damage. The vampire can regenerate 6D6 points of water damage once every minute (four melee rounds). When Hit Points are 21 below zero, the water-logged monster melts into oblivion. Being immersed in clean, clear, still water, like a swimming pool or horse trough, causes discomfort and but only inflicts ID6
points of damage per melee round and cannot kill a vampire even when Hit Points are reduced to zero or below.
Stagnant, murky, or polluted water like an uncleaned swimming pool, muddy water, and swamp water that doesn't move or barely moves and is thick with algae, slime, moss and insect
larvae, does NO damage to vampires.
Even rainfall can hurt and kill a vampire exposed to its cleansing waters.
Light rain stings and does 104 Hit Points of damage per melee round, but can also be easily negated by wearing protective clothing such as a hat and poncho, or hat and raincoat, leather
jacket or coat, long coat/trench coat, hooded cloak or cape and use o fan umbrella. Whatever damage the vampire might get from the occasional splatter of rain that gets through is nothing more than a momentary stinging sensation and damage is healed within a melee round. Note: The undead suffer no damage from fog or light rain while in mist form. Wild Vampires are likely to seek shelter or make brief runs in the rain.
Medium rain shower does 2D6 Hit Point damage per melee round. Furthermore, the vampire cannot heal from the damage until he gets out of the rain and dries off. However, the vampire
can still use his undead powers. It is important to note that a vampire can get wet and be stuck in wet garments without further or continuing damage. Only clean, clear running water does damage.
After the initial hit or dose of running water, the wetness is just a cold annoyance. Note: The undead suffers one Hit Point damage per melee round even in mist form when out in a medium
rain. As above, the dangers and damage from rain can be circumvented with an umbrella and water repellent outer garments. Wild Vampires seek shelter.
Heavy rain or thunderstorms a soaking rain and high winds, lightuing likely inflicts 5D6 Hit Point damage per melee round to the undead. The vampire cannot heal from the damage
nor use any of his undead powers while out in the storm. Note: The undead suffers half damage per melee round even in mist form when out in a heavy rain. Even an umbrella and water repellent outer garments are not sufficient to deal with a downpour, especially if accompanied by high winds (which is usually the case) blowing off hats and making umbrellas useless. Unless traveling inside a vehicle or environmental body armor (very rare), most vampires don't come out during heavy rain. Wild Vampires seek shelter.
Hail, ice and snow do no damage to vampires.
Fog and mist do no damage either, and when a vampire turns into mist, he can, in effect become invisible inside a fog bank. Undead cannot communicate or use their powers as a mist, but do see/sense and hear what's going on around them. Water weapons. A child's toy water pistol or squirt gun takes on a lethal meaning to vampires. The water is in motion and therefore, considered to be "running" water. Each blast from a typical squirt gun inflicts 2D6 points of damage direct to the vampire's Hit Points, PROVIDED IT HITS BARE SKIN. This may require a Called Shot to the face, arms or hands, especially when dealing with Secondary Vampires, who are more likely to wear protective coverings. Wild Vampires tend to run around naked and half-naked, wearing tattered clothing to little clothing. Even Secondary Vampires in the hot Mexican climate and unashamed of their bodies tend toward minimal clothing. However, when they anticipate battle, Secondary Vampires are likely to wear a cape or cloak, both of which offer flexibility of protection from both water and, to a much lesser degree, sunlight, or hats, long coats, jackets and even partial to full body armor. Just as with rain, water can be blocked by protective outer layers of clothing. Water weapons also have limited range, typically 50-100 feet (15.2 to 30.5 m).
Water offers other barriers for the vampire. The undead have a powerful phobia about water and cannot willingly cross over running water unless there is a physical bridge to cross. Even then, the water phobic creatures must roll to save versus Horror Factor 16. A failed roll means the vampire cannot bring himself to cross the bridge. The monster can try to overcome his
fear to cross a bridge by roIling to save vs Horror Factor as often as four times an hour. Most vampires, however, only try under dire circumstances. The rest of the time there is no effort to overcome their fear, they just avoid rivers, streams, lakes and seas. Vampires will NOT even try crossing bodies of water by turning into a bat and flying over it.
Another way of getting across running water is to be transported by somebody else, sealed in a (ideally waterproof) container (coffin?) and taken over by boat, aircraft or other means, without the vampire's knowledge. If the demon knows he's being taken over water, he'll protest and try to vacate the vehicle before getting near water.
Impaling a vampire in the heart with a piece of wood and leaving the wood in place sends the creature into an instant coma. That last part is critical: The piece of wood that has pierced the
heart must remain in place. Stabbing and removing the wooden stake causes the undead tremendous pain, but does not create the coma state. The wooden stake must remain in the heart to keep the vampire incapacitated.
The state of suspended animation inflicted by being staked, lasts for as long as the stake remains in the heart or chest cavity where the heart is located. As long as the originating Vampire Intelligence still lives, the undead vampire can be revived by simply removing the wooden stake. Remove the stake from the vampire's corpse tomorrow, next year, or centuries from now, even if the vampire is nothing more than a skeleton, and he regenerates to live and hunt again.
It remains a mystery why impaling a vampire in the heart with a piece of wood and leaving the wood in place causes an instant coma. Doc Reid suspects it has something to do with vampires
being elemental supernatural beings. The impalement of a wooden stake through the heart grounds the monster to the earth and renders him completely powerless and unconscious. Once
grounded, the vampire is locked in forced stasis.
In this coma-like state, the vampire is vulnerable to normal S.D.C. weapons and fire (cannot be atomized even by M.D. weapons). However, the creature is not dead and remains very dangerous. If the stake is accidentally or deliberately removed, or destroyed, the vampire is revived. Even if the demon's body has been mutilated or chopped to bits, he will regenerate as soon as the stake is removed. See Decapitation for more details.
Note: No animal of any kind will eat the flesh of a vampire. They sense the powerful aura of supernatural evil and will not touch undead flesh.
Staked is not dead. After a vampire has a wooden (or silver) stake driven into his heart to render him helpless, the head should be lopped off, the head and body burned to ash in separate funeral pyres, and the ashes scattered. A vampire can be burned by normal fire when the heart is impaled by a wood or silver stake. Wood in any shape or form - spears, javelins, arrows, crossbow bolts, shafts, sharpened wood knives, and clubs and staves hurts and inflicts damage to vampires, doing damage direct to Hit Points. But the accursed monsters regenerate so quickly that the damage, no matter how great, is never life threatening unless the wooden weapon is thrust into the heart. While the wooden stake is iconic, any wooden weapon, including spears, wooden arrows (must have a wood or silver tip) and even a wood shard or fragment, can be used , provided it is strong enough to penetrate the chest and enter the heart. Note: The wood weapon must be made entirely of wood or plated in silver. An arrow or spear with a flint or steel head will bounce off the monster's hide without damage.
Silver-tipped and plated weapons are as effective as wood, and both inflict double their normal damage against vampires. Impalement by wood is extremely painful. Impalement of extremities, including the head or appendages is painful, but has no other debilitating effect on the undead. In fact, vampires are notorious for getting shot with an arrow through the neck or arm and leaving the arrow or weapon where it is, and continuing to fight unimpeded, as if defying theirs attackers to try again. The sight is extremely eerie and requires characters to roll again to save vs Horror Factor 15.

A direct strike to the heart is hard to do.
Staking a Sleeping Vampire
Finding and attacking vampires while they sleep during the day is a wise tactic . The Vampire Hunters may have to deal with humanoid or animal protectors, but they are easy to dispatch
compared to melee combat with a vampire. Staking the heart of a sleeping vampire requires strength, force, aim and a little luck. Bone and muscle may deflect the stake and miss the heart. So might a case of the nerves. Even seasoned veterans report an adrenaline rush just before they pound a stake into a vampire. An inexperienced character or ordinary adventurer, and even soldiers, are likely to be unnerved or pumped up with adrenaline by the prospect. Hammering a wooden stake into a sleeping enemy's chest is very different from shooting an enemy or engaging in hand to hand combat. The vampire's evil auraiHorror Factor also adds to the nervousness of the attacker. Roll to strike to hit the heart even when the vampire is momentarily
down , unconscious or asleep. The heart is not a large target. It is about the size of a man's fist and a nervous, careless or cocky attacker could miss the heart, so players must roll to strike. Heck, a nervous or distracted character might even miss hitting the stake entirely, thumping the vampire in the chest with the mallet and waking him up. Don't say it can't happen. We' ve
aJl hit our thumb or hand trying t.o hammer a nail or lawn stake. Likewise, the stake might slip or be deflected by bone or muscle issue, going into the chest but missing the heart. A missed stake attack on a sleeping vampire will wake him up! Bonus to suike for medical personnel: +2 for those with Paramedic skill and +4 to strike for those with Medical Doctor skill again st a sleeping or restrained vampire.
10 or higher strikes the heart: The attacker must roll to strike for the first hit of the mallet to drive the stake into the heart. The attacker may include any applicable bonuses to strike. If that first roll to strike is a success, 1d4 additional hits to the stake are required to impale the heart, but all are successful. If the stake is struck but misses the heart - a roll of 5-9 - it is
a near miss. The stake inflicts 2d6 Hit Points, but the vampire wakes up. Note: See Near Miss rules under Impaling the Heart in Close Combat, below. A roll of 4 or less is a miss, and hits either the character's hand or the character's chest.
Where is that mallet? It is not possible for most ordinary humans to accurately plunge a stake into the heart without holding the stake just above the chest and using a heavy mallet to hammer it into the heart. Evolution has given humanoids a rib cage of hard bone, cartilage and strong muscles across the chest for the precise purpose of protecting the heart and lungs. The average person, even a strong person , cannot just plunge or push a wooden stake into someone's chest with his bare hands, not with any accuracy. That 's why the mallet is needed. P.S. needed to plunge a stake into a vampire's chest without a mallet:
- Ordinary humans and D-Bees: P.S . of 28 or higher and counts as a power punch.
- Augmented mortals such as Juicers and Crazies: P.S. of 24 or higher and counts as a power punch .
- Characters with Robot P.S. like Combat Cyborgs, power armor and robots: 18 or higher: counts as one melee attack/punch.
- Characters with Supernatural P.S.: lO or higher; counts as one melee attack/punch.

Impaling the Heart in Close Combat
The player must declare a Called Shot and his intention of going for a strike to the heart before he rolls lD20 to strike. Hand to hand attacks are considered a power punch , using up two melee atlacks. As always, the vampire can try to parry and dodge; defender (the vampire) wins ties. Assuming the vampire fails to parry or dodge, a roll of l6 or higher (or above the Armor Rating if the vampire is wearing S.D.C. or partial M.D.C. armor; whichever is higher) is a successful strike to the heart. The attacker may include any applicable bonuses to strike. A Natural 20 (straight die roll unmodified by bonuses) is always an instant success and hits the mark perfectly. The only way the vampire can parry or dodge a Natural 20 attack is by rolling a Natural 20 (no bonuses) to parry or dodge.
Close Combat: Hand to hand combat, sword play and close quarters gunplay are all "close combat." Close combat encompasses a range up to 20 feet (6.1 m); a distance that can be closed
within one or two melee actions (a few seconds) and close enough to have a good view of a target. From this range the character's normal attacks and bonuses apply. The only condition is that the combatant must state that he is "trying to pierce the heart" and announces a Called Shot before he rolls to strike. The vampire opponent gets his usual option to parry or dodge the close-range attack.
Bonus to Strike for Medical Personnel: + I for those with Paramedic skill and +2 to strike for those with Medical Doctor skill in a combat situation.
A power punch is required even against an unarmored vampire, because, despite what's seen in movies, plunging a sharpened stick into someone's heart and hitting a target the size of a
man's fist requires strength and focus. A successful strike to the heart (16 or higher) instantly renders the vampire helpless and he drops to the ground. Many Vampire Hunters use the tactic of impaling and incapacitating as many vampires as possible, and worry about permanent destruction later. Under many circumstances, this works very well, but against large groups it may only be a short-lived stop-gap measure. Even Wild Vampires know that removing the stake revives their fallen brethren. Consequently , vampires are likely to stop and pull the stake out of any impaled brethren they encounter, even in combat. Staking and decapitation slows the recovery process at least a few extra minutes.
A near miss only makes the creature angry and vengeful. A roll to strike of 13-l5 is a near miss. Meaning the impalement came within a centimeter to three inches (7.6 cm) of the monster's
heart. Impalement within three inches (7.6 cm) of the heart inflicts the vampire incredible pain. Leaving the wooden stake in the vampi re' s body, near the heart, causes the fiend to lose all
remaining attacks for that melee round, as he writhes and tries to collect his wits to dislodge the wooden shaft.
If there is enough of the weapon sticking out that the vampire can get a good handhold. he can slowly pull it out. The vampire can usually remove an exposed wooden shaft/stake that missed
the heart within one melee round. during which he has no attacks, but can defend himself from incoming attacks at half his normal bonuses.
If the wood cannot be grasped by hand. the vampire must turn into mist to allow the weapon to drop away. Or he can cut or claw away chunks of his own flesh to remove the offending object.
Observers of this self-mutilation roll to save vs Horror Factor 15.
A roll to strike of 5-l2 misses the heart. but hits the vampire and does normal damage for that wood weapon. No damage if the vampire parried or dodged, or the attack hits armor. Of course. the impaling attack is useless against vampires wearing full environmental, M.D.C. armor. However. most undead do not like to wear armor because it makes them look and
feel "weak" or "afraid of humans."
Long-Range Strike to the Heart
Hitting the vampire in the chest and impaling the heart with an arrow, spear or thrown weapon is very difficult and the same rules used for Decapitation apply, including the need to make a
called shot and roll a Natural 20 or a modified 24 or higher to strike the heart. If the heart is struck, the weapon must be left in the vampire to keep him in the coma state.
Long-range is considered to be any distance of beyond 20 feet (6.1 m).
Vampires cannot parry an attack from a bow or crossbow (or gun), but thrown weapons like a spear or knife can be parried or dodged.
 
Psychie Psychie It appears rules for decapitation are mentioned but the section itself is not present here?

If I am reading this right, it sounds like Dreamy must get to Turner by casting the Reduce Self spell upon herself and using her belt, backpack, and cloak, pull her gear behind her until she is in Turner's lair. From there, she meditates to calm herself (as to get the most accurate chances to properly stake him), casts Supernatural Strength upon herself, and stakes him. Then she uses her Silver Slayer Sword to decapitate him. After this, she burns his head and body using Flare (her M.D. magical flaming sword). Then she collects his ashes (in her cloak if necessary). She loots his lair and leaves. She mounts up on Troy, her robot horse, and - this being Florida - spreads his ashes widely, preferably in running water in the many streams and rivers that feed/exit Florida's many lakes). With some physical proof of her claim (maybe Turner's keys/keycards or whatever he uses to access his wealth), she reports in to her team. Sylvie might act as witness or not as the fairy desires.

This should kill a Master Vampire, yes?
 
Just to share, I decided to go ahead and back the TMNT Kickstarter. Looking forward to seeing it all done.
 
Boy, I know who Dreamy will be hiding behind when Supernatural evil rears it's ugly head! Ha ha! =)
 
Psychie Psychie It appears rules for decapitation are mentioned but the section itself is not present here?

If I am reading this right, it sounds like Dreamy must get to Turner by casting the Reduce Self spell upon herself and using her belt, backpack, and cloak, pull her gear behind her until she is in Turner's lair. From there, she meditates to calm herself (as to get the most accurate chances to properly stake him), casts Supernatural Strength upon herself, and stakes him. Then she uses her Silver Slayer Sword to decapitate him. After this, she burns his head and body using Flare (her M.D. magical flaming sword). Then she collects his ashes (in her cloak if necessary). She loots his lair and leaves. She mounts up on Troy, her robot horse, and - this being Florida - spreads his ashes widely, preferably in running water in the many streams and rivers that feed/exit Florida's many lakes). With some physical proof of her claim (maybe Turner's keys/keycards or whatever he uses to access his wealth), she reports in to her team. Sylvie might act as witness or not as the fairy desires.

This should kill a Master Vampire, yes?
I'll go ahead and tell you this much: Turner is not a Master Vampire. If he was, this would be a bit harder to take him out. But yes, the plan you have laid out should work.
 
I'll go ahead and tell you this much: Turner is not a Master Vampire. If he was, this would be a bit harder to take him out. But yes, the plan you have laid out should work.
Psychie Psychie Great! If there is any opportunity for me to use Action Points to see about Turner's doom, consider them spent and just tell me how many I used! I will use them all if need be. I'm not kidding. =)

Thank you for posting all of that vampire-related information! I have placed a link to that post in my game notes for future reference. =)

I do have an important question that is ultimately about game balance.

So here we have Dreamy with Sylvie taking down Turner. If this should work, there comes a point where he is staked. Once he is staked, he is not only helpless, but also unconscious - the perfect time to rife through his pockets from brow-line to boots.

Dreamy is mainly looking for some kind of solid evidence of his demise. It's can't be a physical part of them so it must be something he owns. She's going to spread his ashes all over Florida as far as I'm concerned. After that, all she has is her word and Sylvie's witness. That is, if Sylvie wants to be there for all of this.

If Turner sleeps in his lair, logic suggests that he might keep many things that he only trusts himself with. Keys, pictures, his phone if he has one, access to any number of the belongings that made him the power that he is.

You mentioned this guy had access to everything from Mega-damage rifles all the way up to power armor and enough to outfit a small army. If that falls into our character's hands, it clearly imbalances the campaign as far as I'm concerned.

Let's say for the sake of argument this is true. So... what if... see reason to perhaps give Colson Sr. and Jr. enough of it to replace what they gave us, keep a small amount of it for ourselves, and donate the rest to the security of turnertown? Of course, if our other Players in the game agree to this too?

If so, we might be rewarded with a bit of treasure that you as GM are comfortable with. I imagine we will probably use what we find to take out the other three bodyguard vampires before we head off to the north. When we leave, I imagine we will be in better shape than we originally hoped for if you follow my meaning?

A lot of this is just me fooling around with my imagination. If none of this comes to pass, that's great too. But I saw a potential problem on the horizon and I wanted to share it with you.
 
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