Thursday, November 21, 2013

The King is Dead: Some Dunpeals

A Heinrich Libertine.
The upper ranks of society are the domain of the blood-drinkers.  The following are some examples of highly-placed dunpeals (the living children of vampires and humans).

Von Ruprecht Necromancer Abbot (Legendary)
Though his face is now a skull-like mask and he cannot feed without killing his victims, this dunpeal churchman has achieved his ambition of ruling a remote monastery.  Within its confines, he conducts repulsive rites to sate the demands of his “angelic” patron.
Attributes: Agility d6 Smarts d8 Spirit d8 Strength d8 Vigor d8
Skills: Faith d10, Fighting d4, Gambling d4, Intimidation d6, Investigation d6, Knowledge (Occult) d6, Notice d6, Persuasion d6, Riding d4, Shooting d4, Stealth d6, Streetwise d4, Taunt d6.
Charisma -4 Corruption 3 Pace 6 Parry 4 Toughness 6
Hindrances: Bloodthirsty, Code of Honor, Vow (Minor) (to the Church), Greedy (Minor), Ugly.
Edges: AB: Miracles, Connections (Church of Sathaniel), Dunpeal, Necromancer, New Power (x3), Noble, Power Points x2.
Power Points: 20
Powers: banish entity, bind entity, consecrate ground (reversed), corpse senses, summon demon, zombie.
Dark Gifts: Trait Increase (Faith +1), Power +2 (to become a significant figure within a powerful organization); see the Seducer Demon in Savage Worlds Horror Companion p. 74.
Special Abilities:
  • Feed: The dunpeal must drink at least a pint of fresh blood (which need not be human) every day. This is treated like the Habit (Major) Hindrance.
  • Royal Blood: von Ruprecht -- Rats in the Walls: The dunpeal has the ability to summon and control swarms of vermin (cockroaches, fleas, and rats are typical choices). This requires an action and a Smarts roll at –2. If successful, 1d4 swarms of crawling vermin (Savage Worlds Deluxe p. 141) come scurrying out of the walls or earth in 1d6+2 rounds.
  • Strength of the Damned: Add one die each to Strength and Vigor.
  • Weakness (Ash Wood): Dunpeals take +4 damage from weapons made of the wood of the ash tree,
  • Weakness (Sunlight): All physical tasks made in direct sunlight are made at a -2.

Von Rot Bishop or Cardinal (Legendary)
This dunpeal has risen far in the church hierarchy through personal charm and dominating the wills of the weaker. 
Attributes: Agility d6 Smarts d10 Spirit d10 Strength d8 Vigor d8
Skills: Faith d4, Fighting d4, Gambling d4, Intimidation d8, Investigation d6, Knowledge (Occult) d6, Notice d6, Persuasion d10, Riding d4, Shooting d4, Stealth d4, Streetwise d8, Taunt d6.
Charisma +4 Pace 6 Parry 4 Toughness 6
Hindrances: Code of Honor, Vow (Minor) (to the Church), Greedy (Minor).
Edges: AB: Miracles, Charismatic, Connections x2 (Church of Sathaniel, a prominent vampire patron), Dunpeal, Filthy Rich, Followers, Noble, Tower of Will.
Power Points: 10
Powers: banish entity, consecrate ground (reversed)
Special Abilities:
  • Feed: The dunpeal must drink at least a pint of fresh blood (which need not be human) every day. This is treated like the Habit (Major) Hindrance.
  • Royal Blood: von Rot -- Charm: The dunpeal can use the puppet power on someone who finds him or her sexually attractive using his or her Smarts as the arcane skill. This can be maintained indefinitely, but can only affect one target at a time.
  • Strength of the Damned: Add one die each to Strength and Vigor.
  • Weakness (Ash Wood): Dunpeals take +4 damage from weapons made of the wood of the ash tree, Weakness (Sunlight): All physical tasks made in direct sunlight are made at a -2.

Moroi Assassins
Unpleasant, unctuous men of decidedly average appearance, they report in secret to the bishop and (literally) execute his orders.
Attributes: Agility d8 Smarts d6 Spirit d6 Strength d8 Vigor d8
Skills: Driving d4, Fighting d8, Initimidation d4, Lockpicking d4, Notice d4, Riding d4, Shooting d6, Stealth d8, Streetwise d6, Throwing d6.
Charisma -6 Pace 6 Parry 6 Toughness 6
Hindrances: Bloodthirsty, Greedy, Outsider (mere servants)
Edges: Assassin
Equipment: Stiletto (Str+d4, AP 2)
Special Abilities:
  • Enslaved: The will of the moroi is suborned to the master vampire. This functions in most ways as the Vow (Major) Hindrance.
  • Feed: The moroi must drink at least a pint of blood fresh from its master once a month. This is otherwise treated like the Habit (Major) Hindrance.
  • Strength of the Damned: Strength +1d and Vigor +1d. Since this effectively offsets the Elderly Hindrance, there are some surprisingly spry old men watching out for the vampires' interests.

Von Rickard Colonel (Legendary)
Dunpeals in the military more often find themselves in the thick of battle than behind the lines.  The children of Prince Rickard the Wolf-hearted in particular crave the clash of steel; this berserker leads a daring cavalry squad that rides moroi steeds.
Attributes:Agility d8 Smarts d6 Spirit d6 Strength d10 Vigor d8
Skills: Fighting d10, Gambling d4, Intimidation d8, Knowledge (Battle) d6, Knowledge (Occult) d4,  Notice d6, Persuasion d4, Riding d6, Shooting d8, Stealth d4, Streetwise d4, Taunt d6, Throwing d6.
Charisma +2 Pace 6 Parry 7 Toughness 10 (7)
Hindrances: Arrogant, Stubborn, Vengeful (Minor).
Edges: Beast Bond, Berserk, Brawny, Command, Dunpeal, Followers, Inspire, Leader of Men, Steady Hands, Noble.
Equipment: cavalry saber (Str+d6), cuirass (+3)
Special Abilities:
  • Feed: The dunpeal must drink at least a pint of fresh blood (which need not be human) every day. This is treated like the Habit (Major) Hindrance. 
  • Royal Blood: von Rickard -- Change Form: With a Smarts roll at -2, the dunpeal may change into a wolf or bat.
  • Strength of the Damned: Add one die each to Strength and Vigor.
  • Weakness (Ash Wood): Dunpeals take +4 damage from weapons made of the wood of the ash tree.
  • Weakness (Sunlight): All physical tasks made in direct sunlight are made at a -2.
 
Moroi Cavalrymen
Vicious, devil-may-care younger sons of the Von Rickard line within nothing to lose and everything to gain by covering themselves in blood and glory.
Attributes:Agility d6 Smarts d4 Spirit d6 Strength d10 Vigor d8
Skills: Fighting d8, Gambling d4, Intimidation d8, Knowledge (Occult) d4, Notice d4, Persuasion d4, Riding d6, Shooting d6, Stealth d4, Streetwise d4, Taunt d4.
Charisma +2 Pace 6 Parry 6 Toughness 9 (6)
Hindrances: Arrogant, Stubborn, Vengeful (Minor).
Edges: Noble, Steady Hands.
Equipment: cavalry saber (Str+d6), cuirass (+3)
Special Abilities:
  • Enslaved: The will of the moroi is suborned to the master vampire. This functions in most ways as the Vow (Major) Hindrance.
  • Feed: The moroi must drink at least a pint of blood fresh from its master once a month. This is otherwise treated like the Habit (Major) Hindrance.
  • Strength of the Damned: Strength +1d and Vigor +1d.
Moroi Steeds
War horses fed dunpeal or vampire blood to increase their ferocity and inure them to undead riders.
Attributes: Agility d6 Smarts d4(A) Spirit d6 Strength d12+3 Vigor d12
Skills: Fighting d8, Notice d6.
Pace 8 Parry 6 Toughness 11
Special Abilities:
  • Enslaved: The will of the moroi is suborned to the master vampire. This functions in most ways as the Vow (Major) Hindrance.
  • Feed: The moroi must drink at least a pint of blood fresh from its master once a month. This is otherwise treated like the Habit (Major) Hindrance.
  • Fleet-Footed: War horses roll a d8 when running instead of a d6.
  • Kick: Str+d4.
  • Size: +3; Warhorses are large creatures bred for their power and stature.
  • Strength of the Damned: Strength +1d and Vigor +1d.

Von Rot Minister (Legendary)
The get of the charming and prolific Prince Wilhelm the Red dominate Mallean politics, allowing only enough of the other bloodlines into the Diet to disguise their overwhelming majority. 
Attributes:Agility d6 Smarts d10 Spirit d10 Strength d8 Vigor d8
Skills: Fighting d4, Gambling d4, Intimidation d10, Investigation d6, Knowledge (Occult) d4, Notice d8, Persuasion d10, Riding d4, Shooting d4, Stealth d4, Streetwise d6, Taunt d10.
Charisma +4 Pace 6 Parry 4 Toughness 6
Hindrances: Cautious, Code of Honor, Greedy (Minor).
Edges: Alertness, Charismatic, Dunpeal, Filthy Rich, Level Headed, Noble, Quick, Strong Willed, Tower of Will.
Special Abilities:
  • Feed: The dunpeal must drink at least a pint of fresh blood (which need not be human) every day. This is treated like the Habit (Major) Hindrance.
  • Royal Blood: von Rot -- Charm: The dunpeal can use the puppet power on someone who finds him or her sexually attractive using his or her Smarts as the arcane skill. This can be maintained indefinitely, but can only affect one target at a time.
  • Strength of the Damned: Add one die each to Strength and Vigor.
  • Weakness (Ash Wood): Dunpeals take +4 damage from weapons made of the wood of the ash tree,
  • Weakness (Sunlight): All physical tasks made in direct sunlight are made at a -2.

Von Heinrich Libertine (Legendary)
Some dissolute dunpeals live only for the pleasures of the flesh; pursuing these pleasures, however, bestows them with a wealth of secrets and skills.
Attributes: Agility d10 Smarts d10 Spirit d6 Strength d6 Vigor d6
Skills: Fighting d6, Gambling d8, Intimidation d6, Investigation d4, Knowledge (Occult) d4, Lockpicking d4, Notice d6, Persuasion d10, Riding d4, Shooting d4, Stealth d10, Streetwise d10, Taunt d6, Throwing d4.
Charisma +4 Pace 6 Parry 7 Toughness 5
Hindrances: Poverty, Vengeful (Minor), Yellow.
Edges: Attractive, Block, Dodge, Dunpeal, Extraction, Noble, Quick
Equipment: bejeweled rapier or smallsword (Str+d4, +1 Parry), concealing cloak, fine clothes, mask.
Special Abilities:
  • Feed: The dunpeal must drink at least a pint of fresh blood (which need not be human) every day. This is treated like the Habit (Major) Hindrance.
  • Royal Blood: von Heinrich -- Wall Walker: The dunpeal can move at its full Pace (and even run) along any surface.
  • Strength of the Damned: Add one die each to Strength and Vigor.
  • Weakness (Ash Wood): Dunpeals take +4 damage from weapons made of the wood of the ash tree,
  • Weakness (Sunlight): All physical tasks made in direct sunlight are made at a -2.

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