Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
6 | 19 | 13 | 31 | 19 | 19 | 13 | 31 |
d20 +37 to Attack Mind Defense | +37 to Damage | +58 to Healing
- Basic Attack
- This is Vampire Lord's Basic Attack.
- 6d16 Damage Target: 1 Space Range: 12 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Vampire Lord's Combat Maneuvers.
- Bask in Blood
- Laughing with glee at the blood bath to come, the Vampire Lord’s fingernails extend into vicious claws. With frightening speed and agility the Vampire Lord leaps into a large area attacking everything within. Spouts of blood and gore erupt from the area as the Vampire Lord basks in the blood of his enemies.
- 3d20 Damage (32) Target: AOE (5x5) Range: 1 Space Duration: Instant
d20 +37 to Attack Mind Defense | +37 to Damage | +58 to Healing
- Creatures of the Night
- The Vampire Lord is able to command and control the creatures of the night. Summoning creatures of the night in the area the Vampire Lord commands them to attack his enemies. These are often bats, rats, spiders, or wolves. However, they can be just about any appropriate creature that is in the area.
- Attack -2 Target: Creatures (3) Range: 3 Spaces Duration: 5 Rounds
- Defenses -3 Target: Creatures (3) Range: 3 Spaces Duration: 5 Rounds
- Speed -2 Target: Creatures (3) Range: 3 Spaces Duration: 5 Rounds
- Dominate Enemy
- The legendary ability of Vampire Lords to be able to dominate people is no myth. With a mere look a Vampire Lord can convince an enemy to give up their defenses and move where they are commanded to.
- Dispel Enemy Bonus 100 Target: Creature (1) Range: 15 Spaces Duration: Instant
- Move Enemy 6 Target: Creature (1) Range: 15 Spaces Duration: Instant
- Feed on the Weak
- In a flash of mist the Vampire Lord disappears and then reappears next to an enemy! Large fangs erupt from the Vampire Lord's mouth as he latches onto the neck of his victim. Feeding on his victim revitalizes the Vampire Lord.
- 7d20 Healing (74) Target: Creature (1) Range: Self Duration: Instant
- Teleport Ally 12 Target: Creature (1) Range: Self Duration: Instant
- 10d16 Damage (85) Target: Creature (1) Range: 1 Space Duration: Instant
- Master of Combat
- Within many lifetimes of experience the Vampire Lord is bound to learn a trick or two in combat. In fact, they seem to have figured out most of them. This Power is used in conjunction with any Combat Maneuver attempt.
- Combat Maneuvers +9 Target: Creature (1) Range: 1 Space Duration: Instant
- Combat Maneuvers -5 Target: Creature (1) Range: 1 Space Duration: Instant
- Vampiric Dark Arts
- Calling on the dark magic that sustains the Vampire Lord gains extra movement abilities.
- Movement, Flying Target: Creature (1) Range: Self Duration: Encounter
- Movement, Ground Target: Creature (1) Range: Self Duration: Encounter
- Vampire Lord from Many Backgrounds
- Vampire Lords are not a specific race or group of intelligent creatures. They can be from any group. What sets them apart is that through a very long life they have grown in strength. They almost always surround themselves with thralls or followers.
- Create Undead
- If left to its own devices the Vampire Lord will turn most of what is killed in combat into undead. That that is not turned into undead minions or thralls is often used to feed the followers it has.
- Intertwined Into Area
- The Vampire Lord is a master of Subterfuge. It moves into an area without anyone knowing. It slowly grows its control and its reach. Often times the plots of Vampire Lords weave their way into nearly every aspect of the area. Vampire Lords can end up controlling local governments, militias, and other sources of power. Many times without even knowing that a Vampire Lord is pulling the strings.
- Never Alone
- Vampire Lords are incredibly powerful but this doesn't mean they are found alone or are reckless. Vampire Lords almost always have their followers and thralls protecting them and their territory. Vampire Lords are cautious and rarely take chances. They always have some kind of escape plan. This caution and careful planning is how they have lived so long and become so powerful.
NPC Auto Assigned Bonuses
Vampire Lord's Equipped Items
Vampire Lord's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Bask in Blood
- Laughing with glee at the blood bath to come, the Vampire Lord’s fingernails extend into vicious claws. With frightening speed and agility the Vampire Lord leaps into a large area attacking everything within. Spouts of blood and gore erupt from the area as the Vampire Lord basks in the blood of his enemies.
- 3d20 Damage Target: AOE (5x5) Range: 1 Space Duration: Instant
- Basic Attack
- This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
- 6d16 Damage Target: Creature (1) Range: 12 Duration: Instant
- Exploit Weakness
- You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
- Defenses -6 Target: Creature (1) Range: 24 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- Attack -6 Target: Creature (1) Range: 24 Duration: 1 Round
- Knock Around
- You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
- Move Enemy 7 Target: Creature (1) Range: 1 Duration: Instant
- Reckless Offense
- Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
- Speed +6 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +6 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -6 Target: Creature (1) Range: Self Duration: 1 Round
- Careful Defense
- Use this to increase your Defenses. During this action you may only use defensive disposable items.
- Speed +6 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +6 Target: Creature (1) Range: Self Duration: 1 Round
- Parley
- Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
- Combat Manuever Attack +6 Target: 6 Creatures Range: 24 Spaces Duration: 1 Round
- Creatures of the Night
- The Vampire Lord is able to command and control the creatures of the night. Summoning creatures of the night in the area the Vampire Lord commands them to attack his enemies. These are often bats, rats, spiders, or wolves. However, they can be just about any appropriate creature that is in the area.
- Attack -2 Target: Creatures (3) Range: 3 Spaces Duration: 5 Rounds
- Defenses -3 Target: Creatures (3) Range: 3 Spaces Duration: 5 Rounds
- Speed -2 Target: Creatures (3) Range: 3 Spaces Duration: 5 Rounds
- Dominate Enemy
- The legendary ability of Vampire Lords to be able to dominate people is no myth. With a mere look a Vampire Lord can convince an enemy to give up their defenses and move where they are commanded to.
- Dispel Enemy Bonus 100 Target: Creature (1) Range: 15 Spaces Duration: Instant
- Move Enemy 6 Target: Creature (1) Range: 15 Spaces Duration: Instant
- Feed on the Weak
- In a flash of mist the Vampire Lord disappears and then reappears next to an enemy! Large fangs erupt from the Vampire Lord's mouth as he latches onto the neck of his victim. Feeding on his victim revitalizes the Vampire Lord.
- 7d20 Healing Target: Creature (1) Range: Self Duration: Instant
- Teleport Ally 12 Target: Creature (1) Range: Self Duration: Instant
- 10d16 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Master of Combat
- Within many lifetimes of experience the Vampire Lord is bound to learn a trick or two in combat. In fact, they seem to have figured out most of them. This Power is used in conjunction with any Combat Maneuver attempt.
- Combat Maneuvers +9 Target: Creature (1) Range: 1 Space Duration: Instant
- Combat Maneuvers -5 Target: Creature (1) Range: 1 Space Duration: Instant
- Vampiric Dark Arts
- Calling on the dark magic that sustains the Vampire Lord gains extra movement abilities.
- Movement, Flying Target: Creature (1) Range: Self Duration: Encounter
- Movement, Ground Target: Creature (1) Range: Self Duration: Encounter
Power Error Note: It is OK if an NPC has errors on their Powers. NPC’s can have a mix of Powers. However, if there are more Powers with errors then don’t have errors; GMs should consider adjusting the NPC. The Archetype, Focus, or Traits should be changed to better suit the Powers they have.
- Superior Defenses
- 'Add 5 to all Defenses.
- Superior Enhanced Critical Attack
- 'Critical Attacks become a 17 or higher if the Attack hits. Only 20's auto-hit.
- Superior Reaction
- 'Increase Reaction by 5.
- Superior Recovery
- 'Recover 25 Hit Points per turn. GM dictates rate during Real Time.
- Superior Speed
- 'Increase Speed by 5.
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