The Lords of the Night: Vampires is a 128
page, softcover d20 sourcebook from Bottled Imp Games,
a UK company. It's somewhat hard to find in the US, there hasn't
been much PR for it here (or I missed it). In fact, I hadn't even
heard of it until a couple weeks ago, in a EN World thread, in
which the company was soliciting authors for an upcoming product.
As I love vampires (who doesn't?), I immediately ordered it from FRPGames
(for $15, too, the retail price is $20), and like always, it was
sent to me speedily (end of plug :-p)
I had fairly high hopes for this (I rarely buy something as soon
as I hear about it), and I was not disappointed. Very impressed,
actually. It's not just Vampire the Masquerade with the serial
numbers filed off. There's an influence, mostly in style, but
it's probably closest to Blade (the movies, anyway), with a bit
of Brian Lumley and Nightlife, thrown in. But that description
doesn't really do it justice. Not by a long shot.
The basic premise of the vampires in the book is relatively
original. It seems that in the days past, in a standard D&D
fantasy world, a group of overzealous do-gooders were after an
evil something or other (god?) and kind of got carried away and
destroyed an entire city of people, including many innocents.
This really really pissed off this newly born god, Vangual. So,
somehow he curses the people who razed the city. They become
vampires, or the Children of Vangual, and then they in turn
created more. There's a lot more to the backstory, it's pretty
complicated. But pretty cool. Maybe not super-original, but not
overly angst-ridden, either.
So, this book is largely about the Children of Vangual as
characters. Presumably Player Characters, but they also make
great villains.
There are several different types of vampire in this book. Most
really aren't the traditional sort of vampire that you find in
Earth legend. Nor are they just ripoffs of Vampire: The
Masqerade. They're ickier.
There's the Ash Vampire. They're kinda like the Defilers of Dark
Sun - they corrupt and destroy nature and the earth. There's the
Black Brood, which is more or less the standard vampire. There's
the Fire Vampire. They were burned to death, yet rose again. They
still burn in undeath. There's the "Lost". These are
actually not true vampires, but angels or celestials that have
fallen to earth as punishment for some transgression. Then
there's Mock Vampires, who are decayed more than the average
vampire, and so look a lot like Zombies. There's the Ravenous
Vampire, which are disease ridden and hungrier than other
vampires. There's a sort of vampire for the Drow - the Shadow
Vampire. There's a giant vampire, who are used as bodyguards -
the Vangaard. There's also the Vampire Scion, which is a vampire
who is a slave to another vampire. (The cover of the book seems
to show each type of vampire)
Lastly, there is the Dhampyre, or half-vampire. These are
actually from folklore, but were popularized by the comic and
movie character Blade. They have many of the vampire's strengths
and only few of their weaknesses. They can sense vampires (I
believe this was the folklore version's only real power), so they
make excellent vampire hunters (and conversely, they tend to be
hunted by vampires). Unlike ones from folklore (but like Blade,
if I remember correctly), they also have to drink blood
occasionally.
There are also the vampire touched. These are humans that have
had their blood sucked by vampires. The descriptions of these
seem to follow Dracula (the novel) very closely. Ones that have
been sucked only once are more or less normal, just weak. But
thrice sucked (or touched, it's called) are almost vampires
themselves, and very pliable to the drinking vampire's will.
How the vampires work, mechanically, is a bit tricky, but it
works well. Most of the vampire types are actually templates, and
they all have ECLs or effective character levels based on the
vampire's age bracket (The age bracket affects a variety of
things, actually.) There are 6 age brackets, from 0 to 5. PC
vampires are likely to only reach 0 to 1 during most campaigns,
with 2 barely being possible. While this might seem a bit
artificial mechanically, and some might think a monster class
would be more suitable, the way it actually works is quite
elegant.
While each template has a set number of abilities and such, there
is a lot of customization possible. The various vampires can gain
special abilities, called "Dark Gifts". These largely
depend on the vampire's age - they get 3 per age bracket, and 1
for every 3 class levels they gain. These abilities in many ways
are just like feats, with requirements and chains and such, only
more powerful (and they often require the spending of blood
points), though many have age requirements, being available only
to the older and more powerful vampires. Most of the traditional
vampire powers are represented, from flying to changing form to
more obscure ones, like climbing like the spider or controlling
the weather somewhat.
While vampires are very very tough, they also have a large number
of weaknesses. Sunlight is probably the biggest, but also many
lesser ones. Allergies to silver, wood, garlic. Not being able to
cross running water, or enter a house without being invited, and
most other traditional problems (though most are from movies).
Buying off or eliminating these various lesser weaknesses is
possible by using a feat.
These weaknesses making running a game of all vampires a bit
tricky. Because they are limited at first (probably) to having to
sleep at night in their burial place, they're likely stuck in a
small area. So at first, city adventures are most suitable. But
once they buy off that weakness, they are freer to travel, and
can have huge advantages in the standard D&D dungeon crawl.
There's a section of the book that discusses this - how to GM
vampiric characters (there's also a section for players on how to
role-play them).
Vampires also have to worry about "Void". This is
basically a very complex system in which they get points for
various actions, from committing evil acts to just using their
vampiric powers. If they reach a certain number of Void points,
they become a step closer to evil. This system is fairly
comprehensive, but perhaps more than a bit cumbersome. At least
in my brief time GMing several vampire characters, I've found it
to be. But it's easy to handle on a more vague level, just by
using common sense.
Vampires, like most people in the d20 system, have a class, but
they have a large number of special classes they can use. Black
Classes, they are called. They are essentially a darker, evil
version of the various core classes, which the vampire can take
if they choose, instead of the normal core class (and if they
already have levels in the normal core class, they can convert).
They are generally identical to the core class, only the special
abilities are different (in a way, they're like a template
applied to a class). The Black Classes are perhaps a little more
powerful than regular classes, but only slightly so.
There are only Black versions of the standard core classes - no
Black Arcane Archer or Black Blackguard, etc, but there are 4 new
prestige classes introduced. These are also pretty evil. The
Black Cabal, Blood Mage, Blood Knight, Devoted Incarnate, all are
classes for organizations of evil vampires. These things have
very high requirements, and almost certainly are not for PCs. The
Blood Knight is sort of a Blackguard on steroids (or rather,
steroid soaked blood).
There's a decent number of vampire related spells and spells for
vampires (around 60, by a quick estimate). Many are pretty
bloody, not surprisingly. Especially the blood attack spells (for
vampires), such as Blood Geyser. Also a small selection of
vampiric magic items. Again, some are a bit gorey and more than a
bit evil. For instance, there's Shadow Armor, which hooks into
the vampire's flesh with little hooks.
While this product is largely setting independant, it does
describe the city of vampires, Avystervan. This is a very dark
place, both literally and figuratively. This is where the book
reminds me a bit of some of Brian Lumley's Necroscope novels -
the one set in the world of vampires. Let's just say it's not for
the faint of heart. But it can probably be dropped into most
worlds without a problem - it's located on the fringes of the
known world, in the remote mountains somewhere, underground.
Vampires have gotten to be so commonplace (thanks to Buffy, V:TM,
Anne Rice, Sesame Street, IRS), they really aren't scary anymore.
Or creepy. Or disturbing. (I mean, who is really afraid of Tom
Cruise as a vampire? His acting maybe...but even his ex-wife
makes fun of him). Yet for 100s of years, they terrified people.
This product goes a long way towards making vampires scary again.
Or at least gruesome. And evil. Definitely evil. But not
completely evil.
Beyond what I've mentioned, there's a lot of other stuff. This
book is absolutely crammed with text. The margins are very small.
As it's from the UK, it's generally written in UK English, but
sometimes they try to use American spellings, like
"armor". But sometimes they still spell it
"armour". Probably would have been best to just stick
with UK spelling. There's not a lot of art, and it's all smaller
pieces, but it's is generally well done. The font used for
headings is a bit weird, but very readable.
The only thing about the book I didn't like were the tiny boxes
of famous quotes, slightly altered to fit vampires (and the
person who said was labeled as a different type of the Children
of Vangual). For instance, "'Rumors of my uneath have been
greatly exaggerated!' - Mark Twain, Black Bard". This was
pretty dorky, I thought, on several different levels. But that's
just about the only thing in the book I didn't like. This is
probably the best d20 book I own next to Call of Cthulhu d20.
It's that good.
If you like vampires, and d20, this is a product you should run
out and buy immediately. While it's fairly "crunchy", I
can't imagine it would be too difficult to use in a similar
system (I'm tempted to try to use it in Shadowrun), so it should
also appeal to anyone who likes vampires (though it's definitely
not the angst-ridden sort of Vampire game). And conversely, the
crunchy parts of the game seem incredibly useful for the various
d20 horror games set on Earth, from Call of Cthluhu d20 to
Deadlands d20 to any of the upcoming horror games (Chill d20,
Bureau 13 d20, etc). And it makes me wonder how vampires would
work in space, or if a vampiric robot would be possible. Something
that makes you imagine lots of possible scenarios and what ifs is
a heck of a book. A++
It's supposed to be the first in a line of products. The next is
on Liches, which honestly, don't do much for me (which is
probably why I'm not a Brom fan), but after seeing how they
handled vampires in this book, I eagerly await it. There also
seems to be something of a metaplot in the works.
Help support RPGnet by purchasing this item through DriveThruRPG.

