Ardenoth:     

Ardenoth are True-Race Vampires, meaning they are naturally born into the world, just as a Human is born. They are usually of a sober nature. The Ardenoth are secretive and careful about giving another the knowledge of who and what they are, for most all within the common societies are biased towards this race type (and will, at times, go out of their way to be rid of them).

 

Age, Height, Weight, Skin, Hair, Eye

Bite

Characteristic Adjustments

Charm

Impression

Natural Charm

Night-Vision

Resistances

Soul`Forge

Summon

 

 

Age, Height, Weight, Skin, Hair, Eyes:

Roll on Chart #A:

 

 

Chart #A

%Roll: Age:
01-46:  1-D4 + 17
47-56:  1-D8 + 17
57-65:  1-D10 + 17
66-73:  1-D12 + 17
74-80:  1-D100 + 17
81-86:  1-D100 x2 + 17
87-91:  1-D100 x3 + 17
92-95:  1-D100 x4 + 17
96-98:  1-D100 x5 + 17
99-00:  1-D100 x6 + 17

 

Max. age: Immortal. This creature will age to his or her prime, and then discontinue aging.

After you have rolled your age, go to Chart: B (males) or Chart: D (females) and roll.

 

 

Chart #B
Males roll on this chart:
%Roll: Height: Weight:
01-21:   5'-10"   175 LBS.
22-33:   5'-11"   180 LBS.
34-45:   6'-0"     185 LBS.
46-55:   6'-1"     190 LBS.
56-64:   6'-2"     195 LBS.
65-72:   6'-3"     200 LBS.
73-79:   6'-4"     205 LBS.
80-85:   6'-5"     210 LBS.
86-90:   6'-6"     240 LBS.
91-94:   6'-7"     260 LBS.
95-97:   6'-8"     280 LBS.
98-99:   6'-9"     300 LBS.
   00:     Roll once on Chart #C

 

After you have rolled your height and weight, go to Chart: #1 and roll.

 

 

Chart #C
Males roll on this chart:
%Roll: Height: Weight:
01-32:   6'-10"   320 LBS.
33-44:   6'-11"   340 LBS.
45-55:   7'-0"     360 LBS.
56-65:   7'-1"     380 LBS.
66-74:   7'-2"     400 LBS.
75-82:   7'-3"     420 LBS.
83-89:   7'-4"     440 LBS.
90-95:   7'-5"     460 LBS.
96-00:   7'-6"     480 LBS.

 

After you have rolled your height and weight, go to Chart: #1 and roll.

 

 

Chart #D
Females roll on this chart:
%Roll: Height: Weight:
01-32:   5'-6"    123 LBS.
33-44:   5'-7"    127 LBS.
45-55:   5'-8"    131 LBS.
56-65:   5'-9"    135 LBS.
66-74:   5'-10"  139 LBS.
75-82:   5'-11"  143 LBS.
83-89:   6'-0"    148 LBS.
90-95:   6'-1"    153 LBS.
96-00:   6'-2"    158 LBS.

 

After you have rolled your height and weight, go to Chart: #1 and roll.

 

 

Chart #1
%Roll: Skin-colors:
01-11:   Beige Go to Chart #2 and roll.
12-22:   Black Go to Chart #3 and roll.
23-33:   Brown Go to Chart #2 and roll.
34-44:   Dark-brown Go to Chart #2 and roll.
45-55:   Olive Go to Chart #2 and roll.
56-70:   Peach Go to Chart #2 and roll.
71-81:   Red Go to Chart #8 and roll.
82-95:   Tan Go to Chart #2 and roll.
96-00:   White Go to Chart #2 and roll.

 

 

Chart #2
%Roll: Hair-colors:
01-13:   Auburn Go to Chart #4 and roll.
14-25:   Black Go to Chart #4 and roll.
26-35:   Black-brown Go to Chart #4 and roll.
36-45:   Blonde Go to Chart #4 and roll.
46-55:   Brown Go to Chart #4 and roll.
56-65:   Dark-brown Go to Chart #4 and roll.
66-70:   Gray Go to Chart #4 and roll.
71-80:   Red Go to Chart #4 and roll.
81-90:   Sandy-brown Go to Chart #4 and roll.
91-00:   White Go to Chart #4 and roll.

 

 

Chart #3
%Roll: Hair-colors:
01-05:   Auburn Go to Chart #5 and roll.
06-65:   Black Go to Chart #5 and roll.
66-95:   Black-brown Go to Chart #5 and roll.
96-00:   Dark-brown Go to Chart #5 and roll.

 

 

Chart #4
%Roll: Eye-colors:
01-20:   Black Finished.
21-25:   Blue Finished.
26-40:   Brown Finished.
41-81:   Dark-brown Finished.
82-86:   Gray Finished.
87-96:   Green Finished.
97-99:   Hazel %Roll: Hazel casts:
                        01-45:   Two Go to Chart #7 and roll.
                        46-70:   Three Go to Chart #7 and roll.
                        71-90:   Four Go to Chart #7 and roll.
                        91-98:   Five Go to Chart #7 and roll.
                        99-00:   Six Go to Chart #7 and roll.

 

  00:      White Finished.

 

 

Chart #5
%Roll: Hair-colors:
01-50:   Black Finished.
51-70:   Brown Finished.
71-90:   Dark-brown Finished.
91-92:   Gray Finished.
93-99:   Green Finished.
   00:      Hazel %Roll: Hazel casts:
                         01-90:   Two Go to Chart #6 and roll.
                         91-00:   Three Go to Chart #6 and roll.

 

 

Chart #6
%Roll: Hazel eye-colors: If you roll the same eye-color twice, ignore it and roll again.
01-40:   Black Finished.
41-80:   Brown Finished.
81-95:   Dark-brown Finished.
96-98:   Gray Finished.
99-00:   Green Finished.

 

 

Chart #7
%Roll: Hazel eye-colors:
01-15:   Black Finished.
16-35:   Blue Finished.
36-60:   Brown Finished.
61-80:   Dark-brown Finished.
81-82:   Gray Finished.
83-97:   Green Finished.
98-00:   White Finished.

 

 

Chart #8
%Roll: Hair-colors:
01-10:   Auburn Go to Chart #9 and roll.
11-13:   Black Go to Chart #9 and roll.
14-25:   Brown-red Go to Chart #9 and roll.
26-35:   Dark-brown-red Go to Chart #9 and roll.
36-00:   Red Go to Chart #9 and roll.

 

 

Chart #9
%Roll: Eye-colors:
01-15:   Black Finished.
16-60:   Brown Finished.
61-89:   Dark-brown Finished.
90-98:   Green Finished.
99-00:   Hazel: %Roll: Hazel casts:
                         01-80:   Two Go to Chart #10 and roll.
                         81-00:   Three Go to Chart #10 and roll.

 

 

Chart #10
%Roll: Hazel eye-colors: If you roll the same eye-color twice, ignore it and roll again.
01-10:   Black Finished.
11-60:   Brown Finished.
61-90:   Dark-brown Finished.
91-00:   Green Finished.

 

 

 

Bite:    

Having retractable fangs, this race makes it difficult to this race within society, for they appear highly similar to Humans.Take special notice that when an Ardenoth infects a creature, the creature infected will then be classified as an Undead, meaning undead in the sense that most speak of). All the attributes of an Undead Vampire will be forced upon the bitten (if infected). Once a person has become an Undead Vampire, he or she will have the same abilities as does an Undead Vampire; also the same curse.

 

See: "Vampiric Disease" in Special Offenses.

 

 

Characteristic Adjustments:    

Awareness (all 6) ----------------------- : 1-D4

Charisma (Appearance & Speech) - : 1-D8 (highest of 3 rolls for each)
Strength ----------------------------------- : 2-D6
(highest of 2 rolls)

 

 

Charm:    

Using 50 Ability-Points, an Ardenoth has the ability to charm a person of the opposite gender.

 

If this is successful, the charmed person will think the Ardenoth to be a most trusted friend; even the love of his or her life.

 

To avoid falling under an Ardenoth's Charm, the targeted must successfully pit his or her Mental-Strength vs. the Ardenoth's "Mental-attack" (race to 4). Charm lasts for 1 full Moon (30 days) before the targeted can attempt to break free (race to 4 again).

 

Impression:    

If a successful avoidance-roll vs. Mental-strength is rolled, The Ardenoth can sense emotion within another by concentrating upon his or her target. The Range of this ability is 1 space (5') x the Ardenoth’s awareness.

 

 

Natural Charm:    

When a person of the opposite gender is within 1 space (5') of an Ardenoth, he or she will fall in love with the Ardenoth in 1-D12 turns, unless a successful Avoidance-Roll vs. "Mental-Attack" is rolled. Note: If the Ardenoth has done something to cause fear in that person, this will not work.

 

 

Night-Vision:    

After being subjected to darkness for 2 turns (10 seconds), the Ardenoth Vampire will have 100% night-vision.

 

 

Resistances:    

Magic: 40%

Mental-Attack: 40%  This excludes the avoidance-roll vs. "Mental-attack" rolled for when resisting the hunger for blood.

 

Spiritual-Attack: 40%

Sunlight: Ardenoth are susceptible to sunlight, yet not as the Undead Vampire. The higher their Constitution (Con.) is, the longer they can withstand sunlight before being weakened, enabling them to blend into societies quite easily if they are mindful of their boundaries with the sun. The following chart shows how many hours an Ardenoth can be out in the daylight hours before losing 1 damage-points in all areas of the body per 10 turns:

 

Con.: Hours to resist daylight before continual damage occurs:

5-14: 2 hours.

15-24: 4 hours.

25-34: 6 hours.

35-44: 8 hours.

45-54: 10 hours.

55-64: 12 hours.

65-74: 14 hours.

75-84: 16 hours.

85-94: 18 hours.

95+: 20 hours.

 

Note:

While losing damage-points, due to daylight, or direct sun, regeneration will not occur.

 

Soul`Forge:    

One of the most astounding abilities of the Ardenoth is to develop and perfect on their own abilities without the aid of guild masters, or any form of formal training. They go about this by concentrating on an ability they would desire to have and attempt to practice it, or put it to use.

 

Special:

When Soul`Forge is attempted, it will have a 10% chance of permanently draining 1 damage-point from a random area of the body.

 

G.M.:

IF a player attempt to Soul Forge, have him or her write down the ability and then attempt it. Only one attempt can be made to develop this ability and the chance is quite slim (the player must roll 00).

 

Soul`Forge can be used but one time per 24 hours, and will take 3 hours of undisturbed meditation before attempting it (at the end of the 3 hours the dice-roll will be checked for).
If a specific ability is not had, or in other words if 00 is not rolled, that ability can NEVER be checked for again.
     The player can make up ANY ability he or she wishes, but must keep a list of attempted abilities so as not to try the same one twice. These cannot be outlandish powers.
     These abilities would include something like: Transformation to Bat, Transformation to fog, Molecular shift (walk through a surface), Flying, Summon Undead Slave, Speed Run (x2 to x5 running ability for short durations), Sense Undead, Sense danger, Sacrifice (as the healer's ability), etc. The abilities just given as an example were actual abilities sought out and gained over the testing stages of this game. They can be any desired power that the player can conceive of, but not an ability or power that would dominate and ruin the flow of the game. Keep these abilities on a moderate, more modest, level (G.M.: They may increase in potency and power as the Ardenoth gains levels).

 

 

Summon:

Ardenoth have the ability to bring to him or her a person, of the opposite gender.      This can be done at will, but the Ardenoth must be within range. Maximum range: 1 league per level (1 league = 3 miles).
     When this ability is used, the one who is being summoned must be asleep. A successful avoidance-roll vs. “Faith” (lowest of two rolls to succeed) will be given the sleeper (though do not tell a player -- the G.M. will do it secretly).
     If successful, the sleeper will fall into nightmarish dreams, but will not heed the summons.

    Note: The Ardenoth must have made visual contact with his or her target of Summon in order to Summon. There can be no other way. This visual cannot be through a crystal ball, or any type of scrying device; it must be in person.