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Count Dracula

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Count Dracula A figure of inestimable evil, shrouded in shadow, plotting ambitious designs and toying with the humans at his whim like a grandmaster looming over the chessboard. Yet, when the situation demands, when confronted in his lair or simply when it is time to feed, he bares his moon-white fangs and calls upon his preternatural strength to make him the most feared predator in all the world. Count Dracula first appeared in Dracula (Bram Stoker, 1897) and is available for free on-line at Project Gutenberg: http://www.gutenberg.org/dirs/etext95/dracu13.txt. A PORTRAIT Certainly Count Dracula represents among the most unique collection of abilities among all the villains of the literary realms. He is gifted with a suite of supernatural powers that would make a comic book hero weep: superhuman strength, nigh invulnerability, a hypnotic gaze, shapeshifting, wallcrawling, weather manipulation, control over creatures of the night, knowledge of the “black arts”, and more. In many ways, Dracula is the first supervillain. But more than just a collection of his powers, Dracula represents the ultimate antagonist. He is irredeemably evil, note-perfect in his planning, and immortal, with the confidence and patience such a condition affords.

As is typical, the best description of the character—his “marked physiognomy”—comes from the author himself:

His face was a strong, a very strong, aquiline, with high bridge of the thin nose and peculiarly arched nostrils; with lofty domed forehead, and hair growing scantily round the temples, but profusely elsewhere. His eyebrows were very massive, almost meeting over the nose, and with bushy hair that seemed to curl in its own profusion. The mouth, so far as I could see it under the heavy moustache, was fixed and rather cruel looking, with peculiarly sharp white teeth; these protruded over the lips, whose remarkable ruddiness showed astonishing vitality in a man of his years. For the rest, his ears were pale and at the tops extremely pointed; the chin was broad and strong, and the cheeks firm though thin. The general effect was one of extraordinary pallor. Hitherto I had noticed the backs of his hands as they lay on his knees in the firelight, and they had seemed rather white and fine. But seeing them now close to me, I could not but notice that they were rather coarse, broad, with squat fingers. Strange to say, there were hairs in the centre of the palm. The nails were long and fine, and cut to a sharp point. As the Count leaned over me and his hands touched me, I could not repress a shudder. It may have been that his breath was rank, but a horrible feeling of nausea came over me, which, do what I would, I could not conceal. The Count, evidently noticing it, drew back. And with a grim sort of smile, which showed more than he had yet done his protruberant teeth, sat himself down again on his own side of the fireplace. We were both silent for a while, and as I looked towards the window I saw the first dim streak of the coming dawn. There seemed a strange stillness over everything. But as I listened, I heard as if from down below in the valley the howling of many wolves. The Count's eyes gleamed, and he said. "Listen to them, the children of the night. What music they make!"

-Dracula, Chapter 2, “Jonathan Harker’s Journal Continued”

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Count Dracula The Count ordinarily dresses in aristocratic finery that suits his station. He is charming beyond his hypnotic gaze and always maintains the proper air of politeness ... except when angered or threatened. On those occasions, he reveals a ruthless, vicious streak that borders on bloodlust. Mercy to those subject to such outbursts.

But Dracula is not without his vulnerabilities. That which gives him his wondrous powers—his vampirism—also holds the key to his defeat. Like his powers, his vulnerabilities have been the subject of much discussion and, on occasion, exageration. This much is true: He is greatly weakened in the presence of daylight (though it does not kill him outright as some have claimed). Garlic and religious objects (such as crucifixes) can hold him at bay. And, ultimately, he can only be killed by decapitation or a stake through the heart. COUNT DRACULA (Dracula, Bram Stoker, 1897) Attributes: Strength 22 (+6), Dexterity 20 (+5), Constitution 20 (+5), Intelligence 22 (+6),

Wisdom 20 (+5), Charisma 22 (+6) Skills: Athletics +6, Carouse +4, Combat +12, Contortion +6, Deception +4 (Bluff +8), Empathy

+4 (Assess Emotions +6), Etiquette +8, Grapple +8, Knowledge Dark Arts +12, Perception +6, Persuasion +8 (Intimidate +8), Stealth +10

Advantages: Aura of Fear, Combat Quickness, Contact (R.M. Renfield), Darkvision, Defense Awareness, Defense Damage Reduction (-5), Forego Necessities, Hypnotic Gaze (+5 bonus, duration +20 rounds), Ignore Damage, Natural Armor (invulnerability, x5), Natural Weapon (bite, +6 dmg mod), Regeneration (10 hps per hour), Shapeshifting (animal, duration 40 rounds), Weapon Proficiency (all martial and firearms)

Combat: hit points 50, Natural Armor –10 damage modifier, bite +6 damage modifier Plot Points: 3 VAMPIRISM Narrators should tailor rules for vampirism to suit their campaign’s specific needs. A simple method would be to say that any character brought below zero hit points by the Count’s bite must make an opposed Constitution check, failure indicating that the character rises as a vampire under his control. More intricate systems can be created to serve as a foundation for an extended adventure or even an entire campaign. NEW ADVANTAGES The following are new supernatural advantages possessed by Count Dracula. Dracula possesses other abilities not referenced in the statblock above. They are generally broader, more related to overarching plot concerns and less to individual or combat encounters. You should adjudicate these abilities as necessary to advance the plot.

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Count Dracula Hypnotic Gaze Cost: 4 Prerequisite: Charisma 20+ Benefit: You are able to force others to do your bidding. Up to three times per adventure, you may

attempt to hypnotize another character by staring into their eyes. Make an opposed Charisma check. If successful, you gain limited control over the beliefs and actions of the target for a number of rounds equal to the spread. The extent of the control is otherwise determined by the spread.

Multiple: (1) Gain a +2 bonus on your Charisma check when using this advantage; (2) the duration increases by a number of rounds equal to your Charisma; or (3) gain an additional three uses per adventure.

Shapeshifting Cost: 4 Prerequisite: None Benefit: Choose a class of alternate forms: human, animal, incorporeal, or inanimate object. Up to

three times per adventure, you may shift into another form within that class. You may keep this form for a number of rounds equal to your Constitution score.

Multiple: (1) Choose another class of forms; (2) the duration increases by a number of rounds equal to your Constitution score; or (3) gain three additional uses per adventure.

ADVENTURE SEEDS Orange and Black ... And Red: Following the defeat of Dracula, Van Helsing extracts the Count’s prominent fangs as a trophy, having them fashioned into cufflinks. Months later, he travels to America to lecture at Princeton University. The presence of the fangs stirs a long-defunct death cult from their slumber, and soon the sleepy Ivy League campus is swarming with vampires, including the entire Princeton Glee Club.

A Dish Best Served Cold: Harker, Van Helsing, and the others defeat Dracula but fail to perform the necessary rituals to ensure his destruction. He eventually revives, gathers his strength, and plots his revenge—against the whole of Europe. Recognizing the need to increase his power to meet his goal, the Count ventures into the Book Without End to enlist aid, returning with an unspeakable army at his command.

Dracula art generously provided by:

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OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for

agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses

shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Passages, Copyright 2006, Justin D. Jacobson A Cast of Thousands: Dracula, Copyright 2007, Justin D. Jacobson

INDICIA Writing, Editing, and Layout by Justin D. Jacobson.

Dracula is in the public domain, and Justin D. Jacobson makes no claim of copyright or other right. Cover art is ©2007 Avatar Art. All other content is ©2007 Justin D. Jacobson. Passages and the Passages logos, and all Blue Devil Games logos are trademarks of Justin D. Jacobson. This edition of A Cast of Thousands is produced under version 1.0a of the Open Game License, version 6.0 of the d20 System License, version 5.0 of the d20 System Trademark Logo Guide, and the Modern System Reference Document by permission of Wizards of the Coast, Inc. Subsequent versions of this product will incorporate later versions. All rights reserved.

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