Vampire Hunters OGL Compatible Edition.pdf

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Vampire Hunter$ (OGL Compatible Edition)
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September 23, 1991
A few months into my assignment as Deputy
Battalion C.O., however, I began to notice a disturb-
ing trend. More and more Marines were getting
mugged off base, and a few even turned up dead. They
were usually discovered by wayward transients or
late shift civilian cops in the back alleys of San Diego
or in Balboa Park. Losing Marines to the criminal ele-
ment of the civilian sector was bad enough. They
were tragedies, to be sure. But it was soon followed
by an alarming increase in the number of incidents of
AWOL. That’s ‘absent without leave’ for those of you
not familiar with the term.
Every military commander acknowledges the
possibility or even likelihood of an occasional AWOL
troop. Cars break down, airports get snowed in and
sometimes the weekend runs a little longer than you
expected. AWOLs aren’t tolerated, mind you, just
anticipated. But these were somehow different.
These Marines simply reported hours, sometimes
even days late for duty, looking sick as dogs with
absolutely no reason or excuse whatsoever for their
absence. At one point I put the entire Battalion on
Base Restriction for the weekend. Nobody left with-
out my permission. Liquor sales in town dropped
approximately 37% that weekend.
Then something really strange happened. I say
‘strange’ as if it had any semblance of normality at
all. Far from it. While checking out a report of a fam-
ily fight in one of the base housing units, the MPs
It took several months before I could assemble
enough proof for a believable case to my superiors.
Little did I know that all of my efforts, all my
hard-gained facts and evidence, would be ignored.
Perhaps unheeded would be a better word. The end
result was the same, however, for all intents and
purposes. I was stripped of my position, threatened
with transfer, and ordered not to discuss the ridicu-
lous story I had created (their words).
A transfer was out of the question. After serving
three tours in Viet Nam and assignments at more
remote locations than I care to count, I settled
down at the United States Marine Corps Recruit
Depot in San Diego. I learned a lot in my twenty-
three years and I felt I could best serve the Corps
leading a Recruit Training Battalion. It was easy to
get the assignment. Hell, after three Purple Hearts
and a handful of Silver Stars, I had proven my met-
tle. I paid my dues. Of course, being a childhood
friend of the Chief of Personnel Assignments didn’t
hurt either.
It was a typical desk tour, at first. Training
young Marines and maintaining the low attrition rate
mandated by the HMFICs... It wasn’t glory duty, but
I had long since outgrown my glory hound ways.
Besides, I had little room on my uniform dress coat
for new ribbons.
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discovered one of our Marines sucking on his wife’s
neck. I’m not talking about an act of passion. That
Marine was drinking blood from an open wound on his
wife’s neck! The MPs tried to catch him but were
overpowered. One of the MPs even fired his sidearm!
He swore he hit him square in the back, but he
escaped. No trail of blood, no later sightings, noth-
ing. He was just gone, lost in the night.
I did some checking and it seems that our perpe-
trator was one of those previously busted for being
AWOL. I put two and two together and drafted an
informal report of findings and sent it up the chain.
The next thing I know I’m sent for a psych eval and
I’m fired from my position as Deputy C.O. A short
time later my wife left me, my car was stolen, and
my medical records turned up missing. Lost in the
shuffle they said. It’s become painfully clear that
not only do we have a very serious problem on our
hands, but it is more far reaching than I had imag-
ined.
Forget every Hollywood stereotype, legend, or
myth you’ve heard about Dracula. Vampires are real,
my friends, and if bloodsuckers are real that opens
up the door of possibility for a whole bunch of weird
stuff. I’m talking about werewolves, ghosts, and God
knows what else.
So, in the face of this incredulous discovery, I
did what any patriotic, self-respecting Marine would
do. I retired quietly from the Corps and started a
business - Vampire Hunter$, Inc. It’ll be a cold day
in Death Valley when I lay down and surrender to
these supernatural freaks. If I’m going to go, I’m
going to go down fighting and I’m taking as many of
those creepy leeches with me as I can! As the saying
goes, ‘Our business is killing, and business is good.’
Semper Fi.
WELCOME TO VAMPIRE HUNTER$
Vampires exist.
Vampires stalk our cities, finding nourishment in the
crimson lifeblood of an unwitting and helpless society.
They are among us. They have been with us for centuries.
The signs have been there all along, and yet mankind has
not heeded them. People allow themselves to suspend
disbelief long enough to be scared by a motion picture or
a well told ghost story, but there is always the sunlight to
welcome them back into their ignorant waking slumber.
Vampires are not alone. They have undead cousins
with whom they share the night. Evil shapes and spirits
of a thousand faces and forms. Some formless and face-
less, but all the more frightening and wicked in their
intent. Werewolves, lupine, lycanthropes. They stalk the
forest and the moors of our civilization like wild beasts,
but possessing the cunning and design of a man.
In Vampire Hunter$, you play the role of someone
who has become aware of the existence of the undead in
our world. Your character has joined the ranks of the few,
the proud, the hunters and investigators of the super-
natural. Whatever your character’s motivation, they are
now part of a brotherhood. A small society of like-mind-
ed people, average folk, who have banded together to rid
the world of the despicable mockery of life known as the
undead. Through circumstance, your character has found
employment with a relatively new company. Vampire
Hunter$, Inc.
Your character has walked through the doorway of
opportunity, of realization and resistance. The world is
full of supernatural occurrences. They’ve heard the
rumors, read the news accounts and watched the docu-
mentaries. But the media has worked hard to dismiss
many of those stories as mere hoax, or “natural” phe-
nomena, trying to explain away the bizarre with scientif-
ic theory and conjecture. But the truth is out. It’s just a
matter of convincing the rest of the world that it is,
indeed, the truth.
Lt. Col. Andrew Jackson Steele
USMC (Retired)
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You should now have a feel for the world of Vampire
Hunter$. Before you begin designing a character, howev-
er, it’s probably a good idea for you to understand the
mechanics of the game. Vampire Hunter$ is fully compat-
ible with the worlds most popular role playing game and
does require the use of the PHB, SRD 3.5 or the Modern
SRD.
PLAYER CHARACTERS
Player Characters (PCs) are the game personas of the
players. They are the ones who live in the game world and
who interact with the problems and creatures the GM
throws at them. PCs are the central cast, if you will, of
each Vampire Hunter$ adventure or campaign. They
direct the outcome of the story as much, if not more,
than the GM. How PCs deal with various situations and
obstacles in the game will determine the course of the
adventure. Because Player Characters in Vampire
Hunter$ are considered to be “heroes,” they are likely to
encounter at
least as many
creatures and
problems as regu-
lar NPCs. It’s a
dangerous world,
and the PCs often
discover this the
hard way. You’ve
been warned.
SOME COMMON TERMS
If this is your first role-playing game, there are a few
terms you should familiarize yourself with before read-
ing any further.
PLAYERS
The person reading this book is a real, live human
being. In the game rules we refer to flesh and blood folks
in the real world as either Players or Gamemasters.
Players are just that; they are the ones who play the
game and who create the characters that live in that
game. During the game, the Player directs the actions of
his character, telling the Gamemaster what their charac-
ter is doing from turn to turn. In addition, the Player
assumes the role of the character when interacting with
the various Non-player Characters in the game. In these
instances, the Player talks and talks as if he were his
character. This is what is commonly known as role-play-
ing.
NON-PLAYER
CHARACTERS
In every story
there are central
characters — the
heroes or protag-
onists around
whom the story
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focuses. The other characters with whom they interact
are the “supporting cast” of the story. In a role-playing
game, the PCs are the heroes. All of the other characters
that appear in the adventure are called Non-player
Characters (NPCs). Non-player characters can be anyone
from a taxi driver who takes the PCs to a certain location,
or a major villain who the PCs encounter each adventure.
NPCs may or may not have speaking parts. Walking down
a city street, PCs are likely to see dozens of other people
also walking or driving around. Even if the PCs do not
interact with these people, they are still considered
NPCs.
Average actions have a DC of 20. Someone well
trained can achieve this score about half the time.
Complicated tasks have a DC of 25. Most normal
characters will fail as often as not.
Extreme tasks are rated at a DC of 30. Even very
good characters will be hard pressed to perform these
actions continuously.
Ridiculous tasks have a DC of 35. Even the most
skilled will fail at least most of the time.
Specific examples of various actions and their diffi-
culties are given later on in this book. Now that you know
how difficulties work, its time for the final step in deter-
mining success or failure, the Skill Check.
THE GAMEMASTER
The Gamemaster (or GM for short) has a little more
challenging task. He doesn’t just play one character.
Instead, he acts as a referee, storyteller and “supporting
cast” of each adventure, all rolled into one. The GM runs
the whole game world and plays the parts of all of the
NPCs in the game.
By running the game world, we mean that the GM sets
each scene for the Players. He describes the setting in
which the PCs find themselves, so that the Players may
decide on a course of action. As a general rule of thumb,
the more detail a GM puts into his descriptions the more
“realistic” it will seem to the Players and the more fun it
will be. The role of the GM is detailed more thoroughly in
Chapter 9, RUNNING ADVENTURES.
Skills
“Some people are born naturals. Others train their
whole lives to reach a level of proficiency required to
make it as a hunter. Either way, only those with the drive
and the Skill have a chance of survival.”
Characters in the Vampire Hunter$ game are defined,
in large part, by their Skills. These Skills let you know
what your character can do, and how good he can do
them.
Of course, some creatures may have such high scores
due to their nature as unearthly or supernatural beings.
For example, vampires tend to have a very high Strength,
giving them a bonus of 4 or 5 in strength based skills,
and sometimes even as high as... well, that would be giv-
ing away the secret. Your PCs will find out for themselves
soon enough.
Rules for acquiring and increasing skill ranks can be
found in the SRD or PHB.
DICE
“Once you’ve done everything you can to stack the
odds in your favor, you just roll the dice and hope you
don’t crap out.”
You’ll need the standard set of dice required by most
all SRD 3.5-based games.
DIFFICULTY CLASSes
“Nothing is as easy as it seems; ever. If it is, then be
prepared because you obviously missed something.”
The DC of a given action is a number that reflects the
complexity of a given task. The DC represents a target
number that a player must meet or beat when making his
skill Check. In some situations, the DC will be set by the
GM, based on his interpretation of the situation and the
effect the PC is trying to achieve. Most of the time, the
DC of an action is already set (such as for combat Skill
checks).
Simple actions have a DC of 15. These basic actions
can be performed by those with minimal training.
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