| Post/Author/DateTime | Post |
|---|---|
| RumpleCragstan09-21-07, 06:09 PM | I wasn't sure if this suited the Monster boards or the D&D general boards... but I figured that I'd put it here because it made the most sense of the two. I've recently picked up an old copy of Vampire: The Masquerade out of curiousity and nostalgia, and have been reminded of the depth that vampires are given in the World of Darkness (I suppose its what you'd expect from a game focused on them). I've looked on google and such, and have yet to find any ideas for using the V:tM clans and disciplines in a d20 game. I think that branching vampires out into numerous clans with seperate abilities might be an interesting spin to challenge experienced players, especially players who have never either seen or wanted to look at Vampire. Anyone have any links, or any ideas of thier own? And as for my own ideas rolling around in my head, I think that Disciplines would work decently (though not perfectly) as feats with certain clan bloodlines as prerequisites. |
| Watsyurname52909-21-07, 06:32 PM | Sounds like an interesting idea, if you ever get something good made I'd like to see it. Anyway, you probably could just make a set of bloodline/heritage feats that give the Vampires certain powers that the other's don't have. Also, you might have to take out some of the current Vampire abilities to make room. Or just make the standard MM Vamp as one of the clans. |
| Return of the Flumph09-21-07, 06:43 PM | I too have been thinking about something like this. Here's what I've come up with so far: 1. Each Clan/Bloodline/Whatever is empowered by a different archfiend. Demogorgon, Fierna, and the like essentially replace the Antediluvians in vampire culture and religion. 2. Instead of the jumbled mess of vulnerabilities that standard DnD vampires have, pick one or two vampire weaknesses for each Clan, in addition to sunlight vulnerability. Actually, you should do this no matter WHAT flavor you want vamps in ANY game to have. 3. Instead of the packaged abilities that all vampires get according to RAW, each Clan has a small menu of salient abilities that they can choose from, just like RAW ghosts choose from their list of possible powers. Every so many levels, you can get another (most likely more powerful) ability in addition to what you already have. Good? |
| Kheti sa-Menik09-22-07, 07:58 AM | I've got a document I found once on the net that covers Vampires in a D20 setting in some detail. I'd be happy to email it to you if you PM me. Also, there's a decent D20 vampire in Monte Cook's World of Darkness. |
| Grumman09-22-07, 08:58 AM | I only have a limited knowledge of the different clans, but I'll throw out a few ideas for consideration: Change the Create Spawn special ability, so that the created vampire is not under the control of their sire. Make the Children of the Night and Alternate Form special abilities Gangrel-only. Make the Dominate special ability Malkavian, Tremere and Ventrue-only. Let Tremere vampires exchange class levels for levels in Sorcerer? (This idea was based on the computer game, where the Tremere are physically weaker than other vampires, but apparently that isn't the case in the original RPG) Toreador: Give them a +10 bonus to disguise themselves as humans as a start, perhaps? Obviously, these aren't balanced against each other yet, but I think reducing the LA significantly would be ideal. |