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Saturday, May 2, 2020

#Zendikar #DnD Take 2: beefier races (starting from vampires!)


While still puzzling on the "Backgrounds should matter more" issue, I couldn't help think about the same issue when it comes to Race choice.

Just as with Background, Race is something that seems to matter less and less while you progress in level, and given the fact they just provide some "nice to haves" and little else, it feels more like a cosmetic choice than anything else.

This is probably by design, since the philosophy behind D&D is you should play what appeals to you and not suffer for it. But Zendikar is a world where the adventurers suffer, and a lot..! And I think every race should have to suffer in a different way: the backgrounds of the races heavily imply this, and I think it should reflect on the game.

The best example for this is Zendikari Vampires.

Vampires from Zendikar are, first of all, not undead. They are capable of superhuman feats of strength, agility, and more, but they have very special needs, and vulnerabilities.
While they don't have sunlight vulnerability, they are cold-blooded. This means that they can't keep their metabolism working properly when temperatures are not hot, and when they don't feed on blood regularly (although in theory not as often as humans eat food).
They are known to wear elaborate and sometimes heavy clothes in the tropical humid climate of Guul Draaz, so imagine what they would need to wear in temperate climates or cold ones.

But simple vulnerabilities or diet prescriptions are not enough to make a race choice matter, although they help. The thing with vampires is they also lose powers if they don't.

While other races of Zendikar are not so extreme in their needs, and what they lose when they don't cater to them, I understood that both to make races matter, and to stay true to the "equipment matters" tenet of the setting, races of Zendikar should have a special section, where their needs are clearly listed, with drawbacks clearly stated when the needs are not met. For most races it's a matter of equipment/supplies (a special unguent/sunscreen for Merfolk, the "grit" mineral for Goblins etc.), while for Vampires it's of course also a matter of diet.

So here is the Vampire write-up which groups a lot of advantages under one, to make it easier to state what they lose when they don't feed on blood (and when speaking of the haughty Kalastria vampires, on HUMANOID blood!)

ZENDIKARI VAMPIRE


Ability Score Increase:
Your Dexterity score increases by 2.

Age: Zendikari vampires reach maturity late, around 20 years of age, but can live up to 200 years and more.

Size. Zendikari vampires are as tall as humans, but usually weight less, since they have no body fat. Your size is Medium.

Alignment. Zendikari vampires can be of any alignment, but those of Good alignments are rare and don't last for long among vampires, ending up preferring (or being forced to) live among other races.

Speed. Your base walking speed is 30 ft.

Vampire Metabolism. If you are well-fed (see NEEDS below), you gain the following benefits:
  • Your Strength score increases by 2.
  • Your base walking speed is 40 ft.
  • Your jumping distance is double.
  • You can use a reaction to reduce falling damage by an amount equal to 5 per level.
Darkvision. Being primarily a nocturnal predator, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Pulse Tracker. You have advantage on Perception checks to locate red-blooded creatures, and you know where to bite to drain blood without killing the victim (if the victim is at least of Medium size).

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes and feed. If you hit with it, you deal piercing damage equal to ld6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can choose to make this nonlethal damage.

Families: Ancient divides among Zendikari vampires resulted in culturally distinct families, the main ones being Kalastria, Nirkana, and Ghet. Choose one of these families.


NEEDS:
  1. Blood (killing a Small creature, or leaving unconscious a Medium or Large creature) at least once every 24 hours.
  2. Heavier clothes in temperate and colder environments.
  3. Disguise.
OTHERWISE:
  1. You don't benefit from Vampire Metabolism, you suffer one level of exhaustion, and you can't spend Hit Dice to heal.
  2. You can't take reactions.
  3. You are recognized as a vampire and hunted down in civilized communities outside of Guul Draz.

Kalastria

"The Nirkana are cutthroats who run about the swamps like drooling animals. The Ghet are no better than gutter rats. The Emevera are so common they couldn't appreciate a fine meal if it died on their doorstep. The Urnaav are obsequious idiots who think we are too stupid to see their machinations. They would all be Kalastria if they could, and who could blame them?"
—Lyandis, family Kalastria

Kalastria Culture. You gain proficiency in the Intimidate skill.
Kalastria Superiority. If you fed on the blood of a sentient creature, Vampire metabolism increases your Charisma instead of Strength score, and you are immune to the charmed and frightened conditions for 24 hours.

Nirkana

"The pretentious Kalastria pretend that only human blood will satisfy them. Fattened weaklings. They never know how it feels to run through the jungles in pursuit of a bloodscent. The tang and pulse of feral blood has no equal."
—Nirkana Lacerator

Nirkana Culture. 
You gain proficiency in the Survival skill.
Nirkana Metabolism. For 8 hours after feeding, you don't need heavier clothes in temperate and colder environments, and you can climb as under the effect of the spider climb spell.

Ghet

"Family Ghet has been using their alliance to gain access to the inner decision-making apparatus of Nimana, and are actively converting influential members of the town to their cause. Their plan is to eventually seize outright control of the city and integrate the city into their holdings, raising their own prestige and power."
"The family Ghet suffered a major setback in political fighting that resulted in Emevera diverting water around their dykes and flooding Ghet. Ghet has built temporary dams, but the damage to their holdings was significant."

Ghet Culture. 
You gain proficiency in the Insight skill.
Ghet Reputation. You have advantage on Charisma checks against non-vampire humanoids, and disadvantage against vampires. You don't need to disguise as a human in most Zendikari settlements (Sea Gate is an exception).

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As you can see, there's quite a lot of conditions, and the different families play on the restrictions, adding benefits if following more strict ones, or removing some needs under certain conditions.

It might seem like there's quite a lot here, but I think a player wanting to portray a vampire in Zendikar is more than ready to remember the benefits (which by the way are mostly physical, with the exception of Kalastria).

I didn't give vampires any Roil-related abilities, since even if I wanted races connected to each mana color with Roil interactions (and Vampires would have been perfect for Black Roil interaction), there was nothing in the official material suggesting such a link, so I will leave this to the Surrakar, that are also Black (although also Blue).

Note as well that this being a Zendikari race, it has means of vertical movement: a very high jump, protection from falls, and climb speed for the feral Nirkana vampires.

Next up: my favorite... The Merfolk!

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