Branwen Morcant
Aug 18th, 2002, 01:06:05 AM
(Like I said to Jimi the other day, there is Source Info on Force Vampyres. This is it - just mind that this is the usual table-top RPing style, hence the points and all that stuff. Some of it still applies to this way of RPing though, so I thought it might prove helpful.
Force Vampires
Attributes and Feeding:
A vampire's attributes increase with age. Common to all vampires is superhuman Strength and Dexterity. Because of keen senses, a vampire's Perception is usually also above human norm. Knowledge and Mechanical aren't increased that much in vampires from the outset, but as the vamp ages, these too are increased well above mortal standards. Technical isn't affected at all.
If a Force Vampires does not successfully feed for 3 days in a row, they are reduced to the next lower age category(meaning lower stats, move, healing abilities, etc). However, they keep the Food Rating for their actual age. They must then drain 2x their Food Rating to be brought back up to their normal age level, in addition to feeding for the necessary amount to raise their STR back up to it's full level. When a Force Vampires reaches 0 STR, they die. When a Force Vampires dies in this way, they do not regenerate. If a 0-99 Age Force Vampires does not feed for 6 days, they simply continue to lose STR pips as per normal until they die.
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Powers:
The important thing to remember about vampires is that each one is different. What may be deadly to one vampire may be little more than a candle flicker to the other. Therefore, while almost all young vampires will exhibit all the powers listed below, some may not. Also, as a vampire grows older, it has a tendency to develop unusual powers, suited to the individual. Therefore, the vampire is not limited to the powers below. Also, vampires seem to possess a weak connection to the Dark Side of the Force.
This doesn't limit their behavior to evil, however, as vampires are no longer living creatures and so do not contribute to the Force in any manner. Neither are they able to be turned to the Dark Side. In any case, a Jedi will sense one coming a mile away (figuratively).
Immortality: All vampires are immortal. There is no argument to this fact. Until destruction, any vampire will always look the same as it did the moment it died as a mortal. Destroying a vampire will be discussed later. CP Cost - Free
Brawling: A vampire in hand to hand combat may use Brawling to parry with no penalties to block any attack except from an EDGED melee weapon or energy weapon (includes Lightsaber). Any blunt melee weapon or other attack can be parried by the vampire's bare hands and feet. Also, a vampire using Brawling to fight does Str+1D+2 damage, due to their connection to the Dark Side of the Force, which causes it to drain a small portion of its opponent's life force with every blow. The vampire can consciously control this effect and remove the damage bonus if it so desires. Note that this only happens when a vampire is brawling, and doesn't affect melee combat. CP Cost - 1 per hit. If no extra damage is wanted, Free.
Charm: Most vampires can charm a mortal by looking into his/her eyes. This has a similar effect on the victim as the Force power Affect Mind, but only in context with the person's reaction to the vampire. For example, a vampire cannot cause people to hallucinate with this ability, or to perceive their surroundings differently. However, the vampire could convince someone that it is a friend and that the victim should react accordingly. A vampire cannot convince someone to do something obviously suicidal (jumping off a cliff). He could convince the victim that a suicidal act (allowing the vamp to drink from you) is actually safe, though. As a vampire gets older, they gain the ability to charm by voice (at 400 years of age), and eventually by will (1000 years of age). Any Willpower or Knowledge roll made to resist a vampire's charms is at a +10 difficulty for gaze charm, +15 for voice charm, and +20 for charm at will. A vampire that can charm at will must know the exact location of the victim before charming, so it can't, for example, extend its charm behind a door to get whatever is there unless the vampire knew for a fact that someone was right behind the door. Charm is limited in range to 15 meters. CP Cost - 10
Climbing: Vampires get a +20 bonus to any Climbing/jumping skill roll when trying to climb any surface. CP Cost - 4
Regeneration and Healing: Vampires can be injured by any weapon. However, they not benefit from normal medical healing, like Medpacs and Bacta, or from Force healing, like Transfer Force. In fact, use of Transfer Force on a vampire will Mortally Wound it.
Natural Regeneration is free, but the Force Vampires does need to rest for that amount of time. A vampire cannot regenerate damage from fire this way. Wounds from fire heal at the same pace as mortals' wounds do, from the chart in the rulebook. A vamp must heal fire wounds naturally. The exception to this is a 1000 year old vampire. Those vamps can regenerate any wound.
Shapechanging: When a vampire reduced beyond the Mortally Wounded level, it can turn itself into a mist-like form. This gaseous vampire must immediately float to a place of shelter. Note that these vamps are not limited to a sanctuary, or coffins. Therefore, they could shelter anywhere. When in this form, the Force Vampires has a move of 20 and a STR of 6D for the purposes of resisting damage, although only energy-based weapons can hurt the Force Vampires in mist form. CP Cost - 15 per round
Flight: Quite simply, use of this power lets the Force Vampires fly. Their flight Move is equal to their normal Move+5. They have a flight ceiling of low orbit, and cannot move into space. CP Cost - 7 per round
Animal Control: Force Vampire’s can have limited control over lesser-minded creatures. Through the use of this power the Force Vampires can keep animals at bay or give them simple commands. Control lasts for xD6 rounds, where x is the number of extra CPs spent. If no extra CPs are spent, the control lasts for one round. CP Cost - 2 per die of targets PER
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Weaknesses:
Vampires and the Force: As I stated, vampires do not influence the Force. However, they do seem to have a small link to the Dark Side. Therefore, any Jedi powers that are made to defend against the effects of the Dark Side are useful against vampire powers. A Jedi, for example, can use Control skill to defend against a vampire's charm gaze. Any Jedi power meant to heal damage actually has negative effects on vampires. Accelerate Another's Healing, for example, temporarily suspends a vampire's regenerative ability for a period of time.
Mirrors and Holy Symbols: Falsehood, plain and simple, Vampires can see their own reflections.
Invitations into homes and other sanctified places: Falsehood. Plain and simple. A vampire can go anywhere it pleases at any time.
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Destroying a Vampire:
A Force Vampire is not all that hard to kill. A few blaster shots, a thermal detonator or two, and !poof!, no more vampire. A damage roll that puts the Force Vampires into the 'Killed' category will do just fine. However, they do regenerate fast. Unless the Force Vampires is thoroughly vaporized(something difficult to do to anything), he is still 'alive' and will regenerate in the appropriate amount of time for his Age, incurring the standard penalties for not feeding during that time. If these penalties kill the Force Vampires, then so be it, he's dead for good. Beheading, exposure to sunlight, taunting with a religious symbol... none of this stuff will work. A beheaded Force Vampires will regenerate; it just might take a few days longer than usual. Just so you know, 'vaporization' includes reducing the Force Vampires to ashes. They don't regenerate from this sort of thing (does anyone?). But it should be encouraged to scattered the ashes around on many different planets anyway. (Read as "Encourage the PC's paranoia.")
Sunlight: "Contrary to popular belief, the vampire, like any other night creature, can move about by day. But it is not his natural time, and his powers are weak." -Bram Stoker's Dracula
What this means is while in *sunlight* the Force Vampires is at -1D to all actions. Artificial light does not hamper the Force Vampires in anyway, likewise if the day is overcast or if the Force Vampires is underground they will suffer no penalties. However, under certain circumstances, if the natural light is bright enough or strange enough in nature, it can cause up to -3D to all actions.
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Feeding and the Force:
Drain Life
~~~~~~~~~~
Control- Non-Sentient- Easy; Human- Difficult; Near-Human- Very Difficult; Alien- Heroic; Force-Sensitive- +10; Non-Carbon Based- +10
Sense- Non-Sentient, Willing- Very Easy; Non-Sentient; Unwilling- Easy; Willing Victim- Easy(8-10); Unwilling Victim- Difficult(18-20)
Alter Special - See below
This is the specific perversion of the Dark Side of the Force that allows the Force Vampire to feed itself with the life force it needs as well as gather up energy for future use. The user of this power gains a Dark Side point. This power will drain the life from any organic based living form, or the life from any sentient being, whether carbon-based or not. Only very alien races might be immune to this power (GM's decision). Droids are very surely immune to this power.
The range of this power is touch, with a twist. The Force Vampires *must* be in contact with the victim's blood. Typical means of doing this are through biting, or making a wound with a knife and then touching the wound. Non-human Force Vampire’s with natural claws tend to use their claws for this purpose.
To use this power, the Force Vampires must first have hold of a victim, usually through Brawling or using a stun beam(unless of course the victim is willing). Because of the unique range of the power, it *cannot* be done on a single punch, even if there is physical contact with the victim's blood. Use of the power requires at least one round, but other actions can be done at the same time (at the appropriate die penalty) to a maximum of 3 total actions(2, with the third being Drain Life). No movement or dodge actions may be taken during the same round, but parries can be made.
Once the victim has been secured, the Force Vampires begins to call up the power. If the Control and Sense difficulties are made, the Force Vampires then rolls his Alter against the victim's Strength + Knowledge, or against a Jedi's Alter. If the Alter roll fails, the Force Vampires was unable to overcome the victim's life force, and cannot drain from them that round. The power may be 'kept up' with a Moderate Control roll, and another Alter 'attack' can be made each round the power is 'kept up', until a successful drain has been made. Only one drain can be made on any being per day. After the first drain, any other attempts will fail. If the Alter roll succeeds, use the following table for number of points drained:
Alter Succeeded By: Result:
0 - 3 The Force Vampires drains a number of CPs equal to the number of dice used in the Alter roll(i.e., used 8D Alter = maximum of 8 character points drained). If the victim has fewer than that number, too bad.
4 - 8 The Force Vampires has made a strong connection with the victim's life force, and drains 2 character points per every die used in the Alter roll (i.e., used 8D Alter = up to 16 character points drained). The Force Vampires may also drain 1 Force Point, which is converted into 5 character points.
9 - 12 The Force Vampires has the option of, in addition to the above result, draining a second Force Point, and draining one pip from Strength or Knowledge for every 2 dice used in the Alter roll(i.e., used 8D Alter = up to 4 pips drained). For each pip drained, the Force Vampires gains 2 character points. This pip drainage is permanent. Additionally, if the victim has Force Skills, the Force Vampires can drain 1D from a single skill, gaining 10 character points. The victim suffers from a -1D penalty to the drained Skill for 4D6 hours.
13 - 15 With a result of this, the victim is mostly at the full mercy of the Force Vampires. In addition to the above result, the Force Vampires may drain up to 1D6 Force Points (in addition to the 2 that may already be drained), and can now drain 1 pip of the victim's Strength or Knowledge dice used in the Alter roll(i.e., used 8D Alter = up to 8 pips drained). As usual, this is a permanent result, and the Force Vampires gains 5 character points per pip. The Force Vampires can also drain 1D from Force Skills per every 2 dice used in the Alter roll (i.e., used 8D Alter = up to 4D Force Skills drained). For every dice drained in this manner, the victim suffers a penalty to his drained Skill (or Skills) equal to the number of dice drained for 1D6 days. The Force Vampires gains 15 character points per die drained.
16+ The Force Vampires has completely drained the life force from the victim. All character points and Force Points are drained for the normal results. The victim's Strength and Knowledge are drained to 0, as well as any Force Skills, and the Force Vampires gains the appropriate amount of character points. The victim is now dead. If this result is reached, the Force Vampires has no choice but to kill the victim.
On the above table, consider the term 'Force Point' as interchangeable with Force Points and Dark Side Points. Each are worth the same amount in terms of character points, but the Force Vampires does not have a choice to which they drain. Force Points will *always* be drained first, and then Dark Side Points.
When draining a non-sentient (for instance, a Dewback) consider it to have 1D6 character points, 0 Force Points and 0 Dark Side Points, unless otherwise stated.
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As far as the rest of the Force goes, Force Vampires are able to use the Force, and are Force-Sensitive. All Force Vampire’s automatically know the following powers: Drain Life, Rage*, Life Detection, Life Sense, and Sense Force. However, if the Force Vampires was a Force user in life, they still retain the knowledge of the Force Powers they had known.
In order to learn new powers, the Force Vampires must find a teacher (usually another Force Vampires) and spend 10 character points per power they wish to learn, using standard Jedi training times.
If they wish to learn powers on their own, the Force Vampires can spend 25 character points and learn powers subject to GM approval.
* While using Emptiness, Hibernation Trance or Rage, the Force Vampires does not need to feed during that period of time, but will need to feed 1 extra character point per day in the trance for an equal number of days to those spent in the trance when he awakens. For example, if Launa, an Age 1 Force Vampires, went into Rage for 20 days, she would need to feed for a total of 6 character points for the next 20 days.
When using the Force, the Force Vampires must spend character points equal to the number of dice they wish to roll + a character point per Force Skill needed.
For Example: Launa wishes to use Drain Life on someone, and wants 8D. She would need to spend 11 character points - 8 for the 8D of Skills, and 3 because Drain Life requires all 3 Skills, Control, Sense and Alter. Then Launa rolls 8D for Control, 8D for Sense, and 8D for Alter. If in the next segment she needs to use Absorb/Dissipate Energy (assuming she knows it) and wants to roll 5D, she needs to spend 6 character points - 5 for the 5D, and 1 cause A/D only requires one Skill, Control.
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Sleep:
Most vamps sleep during the day, but can sleep at any time. Some vampires who have befriended mortals sleep at night and accept their weakness by day just to travel with their human companions. These are the same vamps who keep live rodents in the kitchen pantry.
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Making New Vampires:
The only way to make a new Force Vampire is to drain a being into the Killed category (16+) using the Drain Life power. Immediately there- after, the Force Vampires must then spend 50 character points to 'instill' a part of themselves in the new Force Vampires. This new Force Vampire will rise at Age 0 with 15 character points and 1 Dark Side Point in the next 1D6 days. The 'father' Force Vampires may speed up this process by spending 2 character points per day, or 15 points for an immediate revival. The 'father' Force Vampires may also pass on some of his experience to the 'child' Force Vampires. The 'father' Force Vampires can spend extra character points to grant the 'child' Force Vampires extra starting character points, on a ratio of 1-to-1. In the same manner, the 'father' Force Vampires can pass on some of his age abilities, and age his 'child' one year per extra character point. The 'child' cannot be aged past the age of the 'father'.
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Reverting Force Vampires:
There is only one way to revert Force Vampire back into it’s original self, as long as it is under three years of age. That is to kill the ‘father’ vampire. If the ‘father’ dies, then the ‘new’ vampire will turn back into their sweet lovable self again, with full recollection of their ordeal. Though, they may still be a bit strange from the experience, and will be partially severed from the Force. Oddly enough, they may still use the Force powers they learned before, but may not learn any new ones.
Force Vampires
Attributes and Feeding:
A vampire's attributes increase with age. Common to all vampires is superhuman Strength and Dexterity. Because of keen senses, a vampire's Perception is usually also above human norm. Knowledge and Mechanical aren't increased that much in vampires from the outset, but as the vamp ages, these too are increased well above mortal standards. Technical isn't affected at all.
If a Force Vampires does not successfully feed for 3 days in a row, they are reduced to the next lower age category(meaning lower stats, move, healing abilities, etc). However, they keep the Food Rating for their actual age. They must then drain 2x their Food Rating to be brought back up to their normal age level, in addition to feeding for the necessary amount to raise their STR back up to it's full level. When a Force Vampires reaches 0 STR, they die. When a Force Vampires dies in this way, they do not regenerate. If a 0-99 Age Force Vampires does not feed for 6 days, they simply continue to lose STR pips as per normal until they die.
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Powers:
The important thing to remember about vampires is that each one is different. What may be deadly to one vampire may be little more than a candle flicker to the other. Therefore, while almost all young vampires will exhibit all the powers listed below, some may not. Also, as a vampire grows older, it has a tendency to develop unusual powers, suited to the individual. Therefore, the vampire is not limited to the powers below. Also, vampires seem to possess a weak connection to the Dark Side of the Force.
This doesn't limit their behavior to evil, however, as vampires are no longer living creatures and so do not contribute to the Force in any manner. Neither are they able to be turned to the Dark Side. In any case, a Jedi will sense one coming a mile away (figuratively).
Immortality: All vampires are immortal. There is no argument to this fact. Until destruction, any vampire will always look the same as it did the moment it died as a mortal. Destroying a vampire will be discussed later. CP Cost - Free
Brawling: A vampire in hand to hand combat may use Brawling to parry with no penalties to block any attack except from an EDGED melee weapon or energy weapon (includes Lightsaber). Any blunt melee weapon or other attack can be parried by the vampire's bare hands and feet. Also, a vampire using Brawling to fight does Str+1D+2 damage, due to their connection to the Dark Side of the Force, which causes it to drain a small portion of its opponent's life force with every blow. The vampire can consciously control this effect and remove the damage bonus if it so desires. Note that this only happens when a vampire is brawling, and doesn't affect melee combat. CP Cost - 1 per hit. If no extra damage is wanted, Free.
Charm: Most vampires can charm a mortal by looking into his/her eyes. This has a similar effect on the victim as the Force power Affect Mind, but only in context with the person's reaction to the vampire. For example, a vampire cannot cause people to hallucinate with this ability, or to perceive their surroundings differently. However, the vampire could convince someone that it is a friend and that the victim should react accordingly. A vampire cannot convince someone to do something obviously suicidal (jumping off a cliff). He could convince the victim that a suicidal act (allowing the vamp to drink from you) is actually safe, though. As a vampire gets older, they gain the ability to charm by voice (at 400 years of age), and eventually by will (1000 years of age). Any Willpower or Knowledge roll made to resist a vampire's charms is at a +10 difficulty for gaze charm, +15 for voice charm, and +20 for charm at will. A vampire that can charm at will must know the exact location of the victim before charming, so it can't, for example, extend its charm behind a door to get whatever is there unless the vampire knew for a fact that someone was right behind the door. Charm is limited in range to 15 meters. CP Cost - 10
Climbing: Vampires get a +20 bonus to any Climbing/jumping skill roll when trying to climb any surface. CP Cost - 4
Regeneration and Healing: Vampires can be injured by any weapon. However, they not benefit from normal medical healing, like Medpacs and Bacta, or from Force healing, like Transfer Force. In fact, use of Transfer Force on a vampire will Mortally Wound it.
Natural Regeneration is free, but the Force Vampires does need to rest for that amount of time. A vampire cannot regenerate damage from fire this way. Wounds from fire heal at the same pace as mortals' wounds do, from the chart in the rulebook. A vamp must heal fire wounds naturally. The exception to this is a 1000 year old vampire. Those vamps can regenerate any wound.
Shapechanging: When a vampire reduced beyond the Mortally Wounded level, it can turn itself into a mist-like form. This gaseous vampire must immediately float to a place of shelter. Note that these vamps are not limited to a sanctuary, or coffins. Therefore, they could shelter anywhere. When in this form, the Force Vampires has a move of 20 and a STR of 6D for the purposes of resisting damage, although only energy-based weapons can hurt the Force Vampires in mist form. CP Cost - 15 per round
Flight: Quite simply, use of this power lets the Force Vampires fly. Their flight Move is equal to their normal Move+5. They have a flight ceiling of low orbit, and cannot move into space. CP Cost - 7 per round
Animal Control: Force Vampire’s can have limited control over lesser-minded creatures. Through the use of this power the Force Vampires can keep animals at bay or give them simple commands. Control lasts for xD6 rounds, where x is the number of extra CPs spent. If no extra CPs are spent, the control lasts for one round. CP Cost - 2 per die of targets PER
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Weaknesses:
Vampires and the Force: As I stated, vampires do not influence the Force. However, they do seem to have a small link to the Dark Side. Therefore, any Jedi powers that are made to defend against the effects of the Dark Side are useful against vampire powers. A Jedi, for example, can use Control skill to defend against a vampire's charm gaze. Any Jedi power meant to heal damage actually has negative effects on vampires. Accelerate Another's Healing, for example, temporarily suspends a vampire's regenerative ability for a period of time.
Mirrors and Holy Symbols: Falsehood, plain and simple, Vampires can see their own reflections.
Invitations into homes and other sanctified places: Falsehood. Plain and simple. A vampire can go anywhere it pleases at any time.
------------------------------------------------------------------------
Destroying a Vampire:
A Force Vampire is not all that hard to kill. A few blaster shots, a thermal detonator or two, and !poof!, no more vampire. A damage roll that puts the Force Vampires into the 'Killed' category will do just fine. However, they do regenerate fast. Unless the Force Vampires is thoroughly vaporized(something difficult to do to anything), he is still 'alive' and will regenerate in the appropriate amount of time for his Age, incurring the standard penalties for not feeding during that time. If these penalties kill the Force Vampires, then so be it, he's dead for good. Beheading, exposure to sunlight, taunting with a religious symbol... none of this stuff will work. A beheaded Force Vampires will regenerate; it just might take a few days longer than usual. Just so you know, 'vaporization' includes reducing the Force Vampires to ashes. They don't regenerate from this sort of thing (does anyone?). But it should be encouraged to scattered the ashes around on many different planets anyway. (Read as "Encourage the PC's paranoia.")
Sunlight: "Contrary to popular belief, the vampire, like any other night creature, can move about by day. But it is not his natural time, and his powers are weak." -Bram Stoker's Dracula
What this means is while in *sunlight* the Force Vampires is at -1D to all actions. Artificial light does not hamper the Force Vampires in anyway, likewise if the day is overcast or if the Force Vampires is underground they will suffer no penalties. However, under certain circumstances, if the natural light is bright enough or strange enough in nature, it can cause up to -3D to all actions.
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Feeding and the Force:
Drain Life
~~~~~~~~~~
Control- Non-Sentient- Easy; Human- Difficult; Near-Human- Very Difficult; Alien- Heroic; Force-Sensitive- +10; Non-Carbon Based- +10
Sense- Non-Sentient, Willing- Very Easy; Non-Sentient; Unwilling- Easy; Willing Victim- Easy(8-10); Unwilling Victim- Difficult(18-20)
Alter Special - See below
This is the specific perversion of the Dark Side of the Force that allows the Force Vampire to feed itself with the life force it needs as well as gather up energy for future use. The user of this power gains a Dark Side point. This power will drain the life from any organic based living form, or the life from any sentient being, whether carbon-based or not. Only very alien races might be immune to this power (GM's decision). Droids are very surely immune to this power.
The range of this power is touch, with a twist. The Force Vampires *must* be in contact with the victim's blood. Typical means of doing this are through biting, or making a wound with a knife and then touching the wound. Non-human Force Vampire’s with natural claws tend to use their claws for this purpose.
To use this power, the Force Vampires must first have hold of a victim, usually through Brawling or using a stun beam(unless of course the victim is willing). Because of the unique range of the power, it *cannot* be done on a single punch, even if there is physical contact with the victim's blood. Use of the power requires at least one round, but other actions can be done at the same time (at the appropriate die penalty) to a maximum of 3 total actions(2, with the third being Drain Life). No movement or dodge actions may be taken during the same round, but parries can be made.
Once the victim has been secured, the Force Vampires begins to call up the power. If the Control and Sense difficulties are made, the Force Vampires then rolls his Alter against the victim's Strength + Knowledge, or against a Jedi's Alter. If the Alter roll fails, the Force Vampires was unable to overcome the victim's life force, and cannot drain from them that round. The power may be 'kept up' with a Moderate Control roll, and another Alter 'attack' can be made each round the power is 'kept up', until a successful drain has been made. Only one drain can be made on any being per day. After the first drain, any other attempts will fail. If the Alter roll succeeds, use the following table for number of points drained:
Alter Succeeded By: Result:
0 - 3 The Force Vampires drains a number of CPs equal to the number of dice used in the Alter roll(i.e., used 8D Alter = maximum of 8 character points drained). If the victim has fewer than that number, too bad.
4 - 8 The Force Vampires has made a strong connection with the victim's life force, and drains 2 character points per every die used in the Alter roll (i.e., used 8D Alter = up to 16 character points drained). The Force Vampires may also drain 1 Force Point, which is converted into 5 character points.
9 - 12 The Force Vampires has the option of, in addition to the above result, draining a second Force Point, and draining one pip from Strength or Knowledge for every 2 dice used in the Alter roll(i.e., used 8D Alter = up to 4 pips drained). For each pip drained, the Force Vampires gains 2 character points. This pip drainage is permanent. Additionally, if the victim has Force Skills, the Force Vampires can drain 1D from a single skill, gaining 10 character points. The victim suffers from a -1D penalty to the drained Skill for 4D6 hours.
13 - 15 With a result of this, the victim is mostly at the full mercy of the Force Vampires. In addition to the above result, the Force Vampires may drain up to 1D6 Force Points (in addition to the 2 that may already be drained), and can now drain 1 pip of the victim's Strength or Knowledge dice used in the Alter roll(i.e., used 8D Alter = up to 8 pips drained). As usual, this is a permanent result, and the Force Vampires gains 5 character points per pip. The Force Vampires can also drain 1D from Force Skills per every 2 dice used in the Alter roll (i.e., used 8D Alter = up to 4D Force Skills drained). For every dice drained in this manner, the victim suffers a penalty to his drained Skill (or Skills) equal to the number of dice drained for 1D6 days. The Force Vampires gains 15 character points per die drained.
16+ The Force Vampires has completely drained the life force from the victim. All character points and Force Points are drained for the normal results. The victim's Strength and Knowledge are drained to 0, as well as any Force Skills, and the Force Vampires gains the appropriate amount of character points. The victim is now dead. If this result is reached, the Force Vampires has no choice but to kill the victim.
On the above table, consider the term 'Force Point' as interchangeable with Force Points and Dark Side Points. Each are worth the same amount in terms of character points, but the Force Vampires does not have a choice to which they drain. Force Points will *always* be drained first, and then Dark Side Points.
When draining a non-sentient (for instance, a Dewback) consider it to have 1D6 character points, 0 Force Points and 0 Dark Side Points, unless otherwise stated.
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As far as the rest of the Force goes, Force Vampires are able to use the Force, and are Force-Sensitive. All Force Vampire’s automatically know the following powers: Drain Life, Rage*, Life Detection, Life Sense, and Sense Force. However, if the Force Vampires was a Force user in life, they still retain the knowledge of the Force Powers they had known.
In order to learn new powers, the Force Vampires must find a teacher (usually another Force Vampires) and spend 10 character points per power they wish to learn, using standard Jedi training times.
If they wish to learn powers on their own, the Force Vampires can spend 25 character points and learn powers subject to GM approval.
* While using Emptiness, Hibernation Trance or Rage, the Force Vampires does not need to feed during that period of time, but will need to feed 1 extra character point per day in the trance for an equal number of days to those spent in the trance when he awakens. For example, if Launa, an Age 1 Force Vampires, went into Rage for 20 days, she would need to feed for a total of 6 character points for the next 20 days.
When using the Force, the Force Vampires must spend character points equal to the number of dice they wish to roll + a character point per Force Skill needed.
For Example: Launa wishes to use Drain Life on someone, and wants 8D. She would need to spend 11 character points - 8 for the 8D of Skills, and 3 because Drain Life requires all 3 Skills, Control, Sense and Alter. Then Launa rolls 8D for Control, 8D for Sense, and 8D for Alter. If in the next segment she needs to use Absorb/Dissipate Energy (assuming she knows it) and wants to roll 5D, she needs to spend 6 character points - 5 for the 5D, and 1 cause A/D only requires one Skill, Control.
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Sleep:
Most vamps sleep during the day, but can sleep at any time. Some vampires who have befriended mortals sleep at night and accept their weakness by day just to travel with their human companions. These are the same vamps who keep live rodents in the kitchen pantry.
------------------------------------------------------------------------------
Making New Vampires:
The only way to make a new Force Vampire is to drain a being into the Killed category (16+) using the Drain Life power. Immediately there- after, the Force Vampires must then spend 50 character points to 'instill' a part of themselves in the new Force Vampires. This new Force Vampire will rise at Age 0 with 15 character points and 1 Dark Side Point in the next 1D6 days. The 'father' Force Vampires may speed up this process by spending 2 character points per day, or 15 points for an immediate revival. The 'father' Force Vampires may also pass on some of his experience to the 'child' Force Vampires. The 'father' Force Vampires can spend extra character points to grant the 'child' Force Vampires extra starting character points, on a ratio of 1-to-1. In the same manner, the 'father' Force Vampires can pass on some of his age abilities, and age his 'child' one year per extra character point. The 'child' cannot be aged past the age of the 'father'.
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Reverting Force Vampires:
There is only one way to revert Force Vampire back into it’s original self, as long as it is under three years of age. That is to kill the ‘father’ vampire. If the ‘father’ dies, then the ‘new’ vampire will turn back into their sweet lovable self again, with full recollection of their ordeal. Though, they may still be a bit strange from the experience, and will be partially severed from the Force. Oddly enough, they may still use the Force powers they learned before, but may not learn any new ones.