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Other Systems 10 min read

The World of Shadow Darkness

By Sunglar • • 0 Comments

Last week, as I started planning a Halloween post, I had the crazy idea to mash up two systems I associate with the spooky season: the wonderful fantasy game Shadowdark and the classic World of Darkness (WoD). I didn’t want to use Shadowdark‘s d20 mechanics to simply recreate WoD, as some have done, but rather bring some WoD flavor, specifically Vampire: The Masquerade (VtM), into the fantasy game.

Some context. I may have mentioned before that while all the cool kids were playing Vampire and the other WoD games in the 90s, I stuck with AD&D 2nd Edition. I decided to commit to one homebrew campaign, play once a week, and not deviate for the “cool new thing,” as I had in previous years!

I played some WoD and bought the books, but it was never my main game. I’d still love to run it, and I’ve shared some ideas for that in posts earlier this year. However, back in the AD&D 2nd Edition days, I ran a game where the players traveled to a city secretly controlled by vampires, and the different vampire factions (let’s call them clans) fought among themselves for dominance. It was my well-intentioned jab at VtM, which I played completely straight within the campaign context, not as a joke.

So, for Halloween, I wanted to create alternate vampires based on the stat block on page 260 of the Shadowdark rulebook, tweaking them to correspond to the Camarilla clans from the first Vampire book I ever read (Vampire: The Masquerade 2nd Edition, if you are curious).

These are the alternate vampires I came up with, which I originally shared last Saturday for Halloween on my Sunglar’s Musings Facebook page. I think you’ll be able to tell which one is which.

Shadowdark Alternative Vampires

The Frenzied Brute

Embracing the chaotic fury of their undead curse, these hulking vampires unleash a terrifying, blood-fueled rage to physically crush their victims.

AC 15, HP 43, ATK 2 fist +6 (1d10) and 1 bite +6 (1d6 + drain) or 1 rubble (far) +6 (2d8), MV double near, S +4, D +2, C +3, I +0, W -1, Ch +1, AL C, LV 7

  • Supreme Undead. Immune to morale checks. Only damaged by magical sources.
  • Vampire. Must sleep in a coffin daily or loses 2d6 HP each day that can’t be healed until resting in coffin. Takes 3d8 damage each round while in direct sunlight. Cannot be killed unless pierced through heart with a wooden stake while at 0 HP.
  • Blood Drain. Vampire heals 2d6 HP and target permanently loses 1d4 CON. At 0 CON, target dies and rises as vampire or vampire spawn (vampire chooses).
  • Blood Rage. 1/day, +1d6 damage on all melee attacks for 3 rounds.

The Feral Outcast

Prowling the edges of civilization like untamed beasts, these savage vampires embrace their chaotic, animalistic nature to hunt and tear apart their prey.

AC 14, HP 45, ATK 3 claw +5 (1d8) and 1 bite +5 (1d6 + drain), MV near (climb), S +3, D +3, C +4, I -1, W +2, Ch -1, AL C, LV 7

  • Supreme Undead. Immune to morale checks. Only damaged by magical sources.
  • Vampire. Must sleep in a coffin daily or loses 2d6 HP each day that can’t be healed until resting in coffin. Takes 3d8 damage each round while in direct sunlight. Cannot be killed unless pierced through heart with a wooden stake while at 0 HP.
  • Blood Drain. Vampire heals 2d6 HP and target permanently loses 1d4 CON. At 0 CON, target dies and rises as vampire or vampire spawn (vampire chooses).
  • Beast Form. In place of attacks, transform into a dire wolf or giant bat.
  • Earth Meld. Can burrow into natural earth or stone to sleep safely.

The Fractured Oracle

Driven by chaotic, terrifying madness, these enigmatic vampires shatter their enemies’ minds while acting on incomprehensible, prophetic visions.

AC 13, HP 38, ATK 1 dagger (close/near) +4 (1d4) and 1 bite +4 (1d6 + drain) or 2 spell +6, MV near, S +0, D +2, C +1, I +1, W +4, Ch +3, AL C, LV 7

  • Supreme Undead. Immune to morale checks. Only damaged by magical sources.
  • Vampire. Must sleep in a coffin daily or loses 2d6 HP each day that can’t be healed until resting in coffin. Takes 3d8 damage each round while in direct sunlight. Cannot be killed unless pierced through heart with a wooden stake while at 0 HP.
  • Blood Drain. Vampire heals 2d6 HP and target permanently loses 1d4 CON. At 0 CON, target dies and rises as vampire or vampire spawn (vampire chooses).
  • Shatter Mind (WIS Spell). DC 14. Near range, one target. DC 14 WIS or confused (moves randomly, no actions) for 1d4 rounds.
  • Uncanny Insight. Can’t be surprised. Attacks target with the lowest WIS.

The Subterranean Broker

Lurking unseen in the chaotic shadows of the underworld, these monstrously mutated vampires manipulate secrets and ambush their prey from the darkness.

AC 16, HP 45, ATK 2 claw +5 (1d6) and 1 bite +5 (1d8 + drain), MV near (climb), S +3, D +4, C +2, I +2, W +1, Ch -3, AL C, LV 7

  • Supreme Undead. Immune to morale checks. Only damaged by magical sources.
  • Vampire. Must sleep in a coffin daily or loses 2d6 HP each day that can’t be healed until resting in coffin. Takes 3d8 damage each round while in direct sunlight. Cannot be killed unless pierced through heart with a wooden stake while at 0 HP.
  • Blood Drain. Vampire heals 2d6 HP and target permanently loses 1d4 CON. At 0 CON, target dies and rises as vampire or vampire spawn (vampire chooses).
  • Cloak of Shadows. 2/day, turn invisible for 3 rounds. Ends if broker attacks.
  • Stealthy. ADV on checks to sneak and hide.

The Blood Muse

Hiding their chaotic, bloodthirsty hunger behind a veneer of deadly grace, these captivating vampires manipulate and seduce their victims before moving in for the kill.

AC 14, HP 38, ATK 2 rapier +6 (1d8) and 1 bite +6 (1d6 + drain) or 1 spell +6, MV near, S +1, D +4, C +1, I +1, W +1, Ch +5, AL C, LV 7

  • Supreme Undead. Immune to morale checks. Only damaged by magical sources.
  • Vampire. Must sleep in a coffin daily or loses 2d6 HP each day that can’t be healed until resting in coffin. Takes 3d8 damage each round while in direct sunlight. Cannot be killed unless pierced through heart with a wooden stake while at 0 HP.
  • Blood Drain. Vampire heals 2d6 HP and target permanently loses 1d4 CON. At 0 CON, target dies and rises as vampire or vampire spawn (vampire chooses).
  • Beguile (CHA Spell). DC 14. Near, one humanoid. DC 14 CHA or friendship for 1d6 hours.
  • Parry. Trade 1 rapier attack next round to deflect a melee attack that would hit.

The Blood Sorcerer

Twisting the dark arts to serve their chaotic ambitions, these arcane vampires boil the blood of their enemies and subjugate the minds of those who oppose them.

AC 12, HP 35, ATK 1 dagger (close/near) +3 (1d4) and 1 bite +3 (1d6 + drain) or 2 spell +6, MV near, S -1, D +1, C +1, I +4, W +2, Ch +2, AL C, LV 7

  • Supreme Undead. Immune to morale checks. Only damaged by magical sources.
  • Vampire. Must sleep in a coffin daily or loses 2d6 HP each day that can’t be healed until resting in coffin. Takes 3d8 damage each round while in direct sunlight. Cannot be killed unless pierced through heart with a wooden stake while at 0 HP.
  • Blood Drain. Vampire heals 2d6 HP and target permanently loses 1d4 CON. At 0 CON, target dies and rises as vampire or vampire spawn (vampire chooses).
  • Boil Blood (INT Spell). DC 14. Near, one target. 3d6 damage; warlock heals half.
  • Subjugate (INT Spell). DC 14. Near, one target. DC 14 WIS or obeys one-word command next turn.

After I posted those, I couldn’t stop thinking about adapting other WoD monsters to Shadowdark. So, I started playing with the idea of alternate werewolves based on the tribes from Werewolf: The Apocalypse. I modified the Werewolf from page 263, making these alternate Werewolves higher level to account for the extra powers. Here’s what I came up with.

Shadowdark Alternative Werewolves

The Bloodbound Ravager

Reveling in the pure chaos of carnage, these bloodthirsty werewolves hurl themselves into battle with a terrifying, deathless frenzy to tear apart anything in their path.

AC 15, HP 45, ATK 3 rend +7 (1d10), MV double near, S +5, D +2, C +4, I +0, W +1, Ch +1, AL C, LV 8

  • Impervious. Only damaged by silver or magic sources.
  • Lycanthropy. If 12 or more damage from the same werewolf, contract lycanthropy.
  • Deathless Frenzy. If reduced to 0 HP, the Ravager does not die immediately. It takes one final, full turn of actions, dying at the end of that turn.
  • Blood Rage. 1/day, immune to morale checks, +1d6 damage on all melee attacks for 3 rounds.

The Storm Caller

Wielding destructive, unnatural elemental magic, these cunning werewolves summon chaotic storms to shatter the wilderness and dominate their prey through sheer terror.

AC 14, HP 38, ATK 3 rend +6 (1d8) or 1 spell +6, MV double near, S +4, D +3, C +2, I +2, W +4, Ch +3, AL C, LV 8

  • Impervious. Only damaged by silver or magic sources.
  • Lycanthropy. If 12 or more damage from the same werewolf, contract lycanthropy.
  • Lightning Strike (WIS Spell). DC 14. Far range, one target. 3d6 damage.
  • Thunderclap (WIS Spell). DC 15. Fills a near-sized cube extending from the werewolf. All creatures within the area must pass a DC 15 CON check or take 2d6 damage and become deafened for 1d4 rounds.

The Silver Tyrant

Driven by a terrifying madness masquerading as divine right, these imperious werewolves demand absolute, destructive submission from all who cross their path.

AC 16, HP 42, ATK 3 rend +6 (1d8) or 1 spell +7, MV double near, S +4, D +2, C +3, I +2, W +2, Ch +5, AL C, LV 8

  • Impervious. Only damaged by silver or magic sources.
  • Lycanthropy. If 12 or more damage from the same werewolf, contract lycanthropy.
  • Grovel (CHA Spell). DC 15. Near, one target. DC 15 WIS or instantly obeys a one-word destructive or humiliating command on its next turn.
  • Aura of Madness. Enemies have DISADV on melee attacks against the Tyrant unless they first pass a DC 15 CHA check.

The Grave Strider

Slipping effortlessly between the living and the dead, these gaunt werewolves disrupt the natural order to unleash the chaotic, whispered secrets of restless spirits.

AC 14, HP 35, ATK 3 rend +5 (1d8), MV double near, S +3, D +4, C +2, I +1, W +3, Ch +0, AL C, LV 7

  • Impervious. Only damaged by silver or magic sources.
  • Lycanthropy. If 12 or more damage from the same werewolf, contract lycanthropy.
  • Void Step. 3/day. In place of moving, teleport a near distance to an area you can see, slipping through the realm of the dead.
  • Whispers of the Dead. Automatically detects the presence of undead, spirits, and fresh corpses within far range, constantly muttering their dark secrets aloud.

The Earth Warden

Channeling the wild, unpredictable magic of the natural world, these fierce shamanic werewolves violently tear apart any encroaching civilization to protect their untamed domains.

AC 13, HP 40, ATK 3 rend +4 (1d6) or 1 spell +5, MV double near, S +3, D +1, C +3, I +1, W +4, Ch +2, AL C, LV 7

  • Impervious. Only damaged by silver or magic sources.
  • Lycanthropy. If 12 or more damage from the same werewolf, contract lycanthropy.
  • Savage Restoration (WIS Spell). DC 13. Near range. All allies regain 2d6 HP but must move toward the nearest enemy on their next turn.
  • Revert to Beast (WIS Spell). DC 14. Near range, one target. DC 14 WIS or the target drops all held items and can only attack with bare hands or bites (1d4 damage) for 1d4 rounds.

The Primal Talon

Despising the suffocating laws of civilization, these savage werewolves lead massive packs to ruthlessly slaughter any humanoids who dare trespass into their chaotic hunting grounds.

AC 14, HP 38, ATK 4 rend +5 (1d8), MV double near, S +4, D +3, C +2, I -1, W +3, Ch -1, AL C, LV 7

  • Impervious. Only damaged by silver or magic sources.
  • Lycanthropy. If 12 or more damage from the same werewolf, contract lycanthropy.
  • Man-Bane. Deals +1d4 damage on all melee attacks made against humans, elves, dwarves, and halflings.
  • Call the Pack. 1/day. Unleash a piercing howl that summons 2d4 loyal wolves. The wolves arrive at the start of the Talon’s next turn and fight until destroyed.

I hope you find them useful for your Shadowdark games. I still have ideas percolating, and I’m not done with these yet. More of the World of Shadow Darkness may be coming!

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