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[Circûmflex] Going Berserk

olav_trygvasons_saga_-_uvaeret_hjoerungavaag_-_g-_muntheWell. At first berserkers were just a fighter variant in the draft.

I decided to cut down the classes to the four core classes, but I wanted some variety. After all clerics in Venarive have 10 or more choices that should play differently, wizards have at least 6 convocations, and the specialist… well, that class is basically built to be modified. Yes, I made the thief into the specialist. I think it fits better in a setting that actually takes care to note how many clothiers are in a city.

And of course the fighter is kind of boring otherwise. Oh, sure, a fighter can be basically every fighting hero ever, but it might help to point out what can be done with them.

So varieties it is. There is a more tribal Barbarian Warrior (if you know Harn you might know that this might be necessary), there is a Gladiator (because Agrikans dig their spectacles), and I was thinking about making knights and rangers into further sub-varieties. And then there is the berserker.

It really needs to be there.

Harn, like many fantasy worlds, has fjords. And fjords, for some reason I do not quite understand, contract vikings with alarming regularity.

Of course it is better explained than in other places, after all CGI published Ivinia, their version of fantasy Scandinavia soon after the first edition of HarnWorld, although it is quite odd that all the place names in Kethira seem to made up from fantasy languages, but Ivinian names show Germanic elements…

But anyway. Low fantasy middle age style game. I so totally need berserkers.

After getting some inspiration from various places I came up with this:

Berserker: can enter berserker rage at will during combat. If dealt damage in combat and not in berserker rage, must save against spell or enter rage.

Well, ok, this was longer originally.

But that comes from my realisation that berserker rage might be useful for other effects as well. Some of the invocations for different gods I am converting from Harnmaster cause berserker rage. So right now it is under the heading “Adventuring”.

Berserker Rage: Berserkers can enter this state at will. Some potions, spells and invocations can also cause people to enter this state.
While in this state the berserker has +2 to hit and damage with melee weapons or unarmed, but also -2 to AC. The berserker ignores all non-fatal injuries until after rage subsides or the injury turns fatal, whatever comes first. Berserker rage only ends when no further attack is possible within 1 combat round, or if Save vs. Spell is successful. Afterwards, the character is exhausted, taking a -2 penalty to all actions until rested for at least 1 hour, in addition to the effect of all wounds.

That is… a bit more complicated as a rule than what I was going for. On the other hand this is one of those situations that might come up.

Still, I hope that it will actually be a nice effect in game. It should give this choice for players: yes, you can enter that super state that makes you better at fighting, but people also can hurt you better, and you can’t necessarily stop fighting when you want to.

Note that the rules does not specify what attack is not supposed to be possible, just that none need to be possible.

The injury that is mentioned in the rules is a variation on the Death and Dismemberment chart that was popular a while ago. But I should get to that at a later point.

[Circûmflex] Slaughtering Holy Cows

A person with no fighting skill has a 50/50 chance of hurting someone with no armor at all.

A person with one level of fighting skill has a 50/50 chance of hitting someone with minimal armor.

A person with ten levels of fighting skill has a 100% chance of hitting someone with no armor, and a 90% chance of hitting someone with minimal armor.

Scale up and down as needed.

You know, one of the things I loved about 3rd edition D&D, when I made the switch from AD&D 2nd edition, was how easy refereeing fights became. I never liked THAC0, and I found it a bothersome quirk of an otherwise easy to understand system.

In hindsight the problem was that I was introduced to RPGs through DSA, and there combat is done via attack rolls and defense rolls. It had problems of its own which made combats last way too long (a fight between people with low attack and high defense could take hours), but at least everyone intuitively grasped the concept.

And then 3rd edition came along and it all became easier. +1 AB vs. AC 1 was exactly 50%, what could be easier?

When I look at older editions of D&D this always has been the case. It has been hidden away under weird formulations and strangely formatted tables, but if one actually bothers to do the math you can reduce the whole combat section of D&D to 3rd edition’s formula of

d20 + Attack Bonus > 10 + Armor Class

The differences were in the details. And a lot of those details were brought over from other games.

Why exactly has early D&D armor class that gets better the lower it gets?

Well, it was like that in a Civil War naval game Dave Arneson played, and he brought it over into D&D.

Why did it start at 9, and not at 10?

Because all the characters the rules cared about were at least level 1, and had as much fighting prowess.

Speaking about fighting prowess: why did it take until 3rd edition to straighten out that?

Pre-3rd edition rules had weird quirks in there that might have been intentionally designed like that, but which ultimately didn’t matter.

In AD&D the fighter stays at +1 attack for two levels, then gains +1 at every further level.

In 3rd edition each level of fighter gains +1 on the character’s attack bonus.

In my opinion this makes the whole process more streamlined, because now the fighter becomes the baseline for combat progression. I actually am thinking of going even further and making the first level of clerics, wizards, and specialists into +0, to show that no, they really aren’t specialized in fighting. (which might be better, because I already increased their chance for multiple spells a day)

So here we go, the homebrew I am building will use attack bonuses and ascending armor.

Fighters now gain +1 per level, the others are slightly more useless in a fight.

[Circûmflex] Messing around with spellpoints in an OSR-style system


This last week I have been sick. With lots of time on my hands I have been working on a version of Labyrinth Lord that is more suited for playing on HârnWorld. By now the whole thing does not look much like Labyrinth Lord anymore. Although it still is pretty close to the mathematical values, and more of a homebrew than an actual new system. I call it Circûmflex, because if you know Hârn, which is like calling something D&D-connected Ampersand.

These posts will be basically meditations on why I decide to do certain things one way or another. Please feel free to comment, especially if you know more about the maths of games than I do (which is not hard).

In any case, one of the things I decided to overhaul was the magic system. I adore the Vancian magic system, I really do. But it just is not a good fit for the setting I intended this to be played in.

So I started to fiddle around with spell points a bit.

One idea that was floating around in various places was that one could just use the number of spells wizards gained per level, and give them a value of points per level, connected to the Fibonacci sequence. I liked that. It made lower level spells cheaper, while making more powerful spells more difficult to cast.

Piety and Mana

To use spells and invocations wizards and clerics use a pool of points each. For clerics this is called Piety, for wizards this is called Mana. Both are determined by the level of the character, modified by the modificator for Wisdom for Clerics, and the one for Intelligence for Shek-P’var.
Mechanically they work almost the same. A spell or invocation of a specific level has a cost in piety or mana. When it is invoked or cast it reduces the amount of points by the set amount. When the pool of points reaches 0 no further invocations or spells are possible until they are replenished.
If the last spell cast would bring the pool of points under 0 the cleric or shek-p’var has to Save against Spell. If this roll fails he/she might incur the displeasure of their deity (cleric), or the spell might misfire (according to GM’s fiat). In any case the cleric/shek-p’var will feel burned out and not be able to invoke/cast again until at least half the pool is replenished.
Piety and Mana points replenish at a rate of 1d8 per night of rest spent in prayer or meditation.

The cost of spells and invocations is determined by the level it has. At level 1 it costs 1 point, at level 2 it costs two points, at level 3 three points, at level 4 five points, etc.

Some notes on that:

  • I renamed spells for clerics to invocations. This is in line with the terminology in HarnMaster, even though in this case it does not make any difference ruleswise. Likewise I used the word Piety, which has an actual value in HM, to denote something completely different. The word Mana does not even appear in HM I think, but I am trying to dress Labyrinth Lord in the right guise, I don’t try to emulate the rules of HM.
  • Wizards are of course Shek-P’var in HârnWorld. Technically Shek’P’var are just the most common and widespread of wizards, and there are quite a few hints towards other traditions, but I will go with that right now.
  • The spellpoint management is actually inspired by older editions of Das Schwarze Auge (The Dark Eye). I don’t know if newer editions still have it (5th edition just came out and I haven’t even seen a book of it yet…), but I felt it might fit the setting well if spells cannot be easily regained from day to day. Mana and Piety in this system replenish at about double the rate as hit points. Which means that spellcasters start pretty strong, but have to keep their resources in mind better.

Ah yes, about that last part…

This is the point when I decided to have a look at the amount of spell points available to my spellcasters. Now, I have to add here that in the previous version of my houserules I decided at one point that all the levels I really needed to think about was the ones up to level 12. In the last few years barely any of my players managed to reach even these lofty heights, and I mean the years since I started playing AD&D 2nd edition back in the 90s.

Funnily enough I noticed something interesting when I calculated the spellpoint equivalents to the usual Labyrinth Lord spell slots: if I calculate according to the Fibonacci sequence I mentioned earlier, with one 1st level spell as 1 point, and 1 6th level spell as 9 points, at level 12 I reached exactly 66.

If I would let that go on further the Quadratic Wizard effect would of course be in full effect. That was one of the things I found was easier to avoid with a soft level limit of 12. But even like that, this is pretty strong, isn’t it? Especially considering that I was already thinking of getting rid of spell books and memorization. Kind of strong for the nominally low-magic world Kethira.

On the other hand I was toying with another idea: why not give spellcasters a roll for their spell pool that is equivalent to their hp pool?

Well, ok, because people might hate not having a clear level progression, and because bad rolls happen (although I do have an idea to mitigate that) and because it would benefit some people but not others. But other than that?

I actually did see something similar in Das Schwarze Auge. True, there the system actually started with 25 or so “astral points” and leveling added to that, but DSA always was a bit of a slugfest with all those points. So lets say we start with a mana pool of 1d8 for shek-p’var, and 1d6 for clerics. This still might be too much actually. This would give an average of 4.5 points, plus Int-mod. At the top of the range this might mean a wizard could have 11 spells a day on first level. Hmm. Nope, not good.

Ok, lets go with 1d6 for both. this would give an average of 42 points, a minimum of 12, and a maximum of 108 spell points on level 12.

I gave the Shek-P’var a requirement of Int 9, so no negative modifiers should be possible. After all one needs to be at least able to read to study old musty tomes of arcane secrets. No Int 3 wizards in this system. Sorry.

Ok, a super-genius wizard who can spam 12 level 6 spells on level 12. A bit over the top, but doable. On the other hand even someone with the worst possible kind of luck and no modifiers should be able to blast off at least 12 spells at once.

In this case it actually might help that either of these wizards only get back a maximum of 8 points per day.

Luckily, there are some limitations for both clerics and wizards in this setting. Clerics only have access to a limited pool of spells. Some of the spells, sorry, invocations, might be downright useless from an dungeoneering point of view (which is okay, there aren’t that many straightforward dungeons in the setting anyway). There is not really a reason to invoke “Marriage” for example, except to replenish piety points. And where do you find a willing couple in the middle of the dungeon anyway?

Ah yes, that latter one is an actual invocation from HarnMaster Religion. There it of course makes a lot of sense. The clerics in HarnMaster are not only walking hp-fountains. In fact a lot of the gods don’t even have healing invocations. But doing some good work like baptising new adherents, and performing weddings for others, actually increases the piety for the priest. This would not actually have much sense with the usual Vancian magic, it does make more sense if clerics have to replenish their piety somehow.

Wizards actually have it a bit better, at least in higher levels. The Pvaristic system the setting has actually keeps wizards from having access to all the cool spells at once. A shek-p’var starts as a specialist in one of six convocations. This means he for example only has access to water-aspected spells. But shek-p’var can attune themselves to the other convocations the more experience they have. So over time they can gain access to all convocations. Or they just stay a specialist in their field. Whatever floats their boat.



[HarnWorld] Visitors (Session 1)

Screenshot at 2016-05-03 21:00:37So, I had my first session on Hârn two days ago.
We played my unholy mess of an OD&D/AD&D hack, and I decided to make character generation part of the game (the players were remembering who they were after waking up with amnesia). There was a mishap with interdimensional travel involved, which lead to a motley collection of characters waking up in a forest.
This was intentional. I wanted the characters to explore the world on their own, and I wanted test out how well I can run this rather sophisticated world.

Also all of us work, and I am the only one who enjoys reading all that background material.

The characters woke up at the edge of the Shâva Forest, just south of Trobridge, scattered together with some other interdimensional trash around something which might turn out to be an Earthmaster artifact (or might be completely unrelated).
I had a rather free-wheeling approach for character generation, and they were supposed to be from various other worlds, so I ended up with
* a ditzy apprentice wizard
* a soccer-playing Shaolin monk
* a rude ranger from “the woods, but not these woods”
* a sith from Tatooine (I used some Star Wars house rules I had for that)
* a stab-happy pirate with a fixation on swords

Hardly the characters you might think about when exploring Hârn, but well, it was supposed to be an introduction to the setting. (and we play OD&D, I would be surprised if more than half survived the next session)
The characters soon armed each other with the trash that was around (the ranger decided that a STOP-sign must be some kind of pole axe, the rest went with some more traditional things they found; two shields they found became important as barter material soon enough).

A short survey of the surrounding lands from the hillside they were on showed Lake Herâs and Trobridge to the north, but the pirate decided to go straight to the lake (because pirate needs water), while the others decided to look at the settlement first. The Tatooine native at this point was freaking out because flowers grew on what she was told was grass.
They already came to blows at this point, which made them ignore my remarks about the random encounter that approached them, until the bear was already behind them, hungry and ready to attack.

This was quite the disaster. The swordsman rolled nothing but failures, the magic-user put herself to sleep with a really bad roll, and the others managed to get a few tame hits in. The most successful was the monk who managed to stun the bear with a good blow long enough for everyone to run away downhill.

Soon enough they met a Chelni (horse-people) encampment, and decided against trying to pillage it. The Chelni were friendly, especially after the PCs offered to trade one of the shields they found for a very small amount of food.
During the subsequent celebration of the trade they encountered a deep rift in their cosmology, while most of the characters were convinced that the world was flat, two and their host knew that it was spherical. One can get a lot of roleplaying out of the fact that the primitive tribesman one encounters is better at astronomy than most PCs.

The arrival in Trobridge came soon afterwards. The innkeeper pointed them towards the Physician and the Apothecary to receive exposition (the physician turned out to be a Shek-Pvar journeyman) and a quest (Bring me… garlic! But watch out for that rabid bear!). They soon decided to go back to the place where they woke up, I think they might have thought I had this adventure planned out in that direction. The fools!

Before they couldleave again a bunch of local ruffians (Kurson’s guys) tried to extort some money out of what they thought were easy marks. This ended with three of the ruffians unconscious (a more successful use of the Sleep spell) but their leader still awake and alarmed (because “Witch! Witch!”).
Before reinforcements could arrive, but after he sounded the alarm, they tried to fast talk their way out of it by claiming they were all affected by the Sleeping Plague. This valorous attempt to save the situation was cut short when the ruffian was stabbed to death by the swordsman (“what the hell are you doing?”). Then they withdrew to the inn, whose owner was not happy about the fact that they made a mess out of a delicate situation. Luckily for them local wannabe-lord Kurson decided to be an ass about it all, and the innkeeper kept them inside, unwilling to have Kurson have any authority over his inn.
The next morning they overcame the guards Kurson had posted outside and went back to the woods.

– during Kurson’s brief siege of the inn the person who murdered the ruffian decided to offer to murder everyone in the inn for Kurson. This caused the force-sensitive Tatooinian to embrace the dark side

– Chelni horses are basically thin banthas, bears are rabid ewoks.

-fast talking someone works better if you don’t stab them in the stomach first

Lessons Learned:
I should have given some more limitationsof what characters to create. Maybe only Terrans would be better for a game like this. This would have given it a feeling closer to the John Carter novels, or maybe the beginning of Charles Stross’ Merchant Princes series. On the other hand this would most likely have hampered the fun they had with the characters they created. I received various messages about further character development the next day. So it seems like I got them interested. But now that they are going back to where they came from I guess I should at least provide them with a small dungeon. I noticed that some of my players were itching for more fights.

[Labyrinth Lord] Zombie Whale

Whale Zombie

Whale Zombie

Zombie Whale

No. Enc.: 1 (1d4)
Alignment: Neutral
Movement: 60’ (30’)
Armor Class: 4
Hit Dice: 15 +3
Attacks: 1 (swallow or zombie powder)
Damage: 1d4+2 or special
Save: TH4
Morale: 7
Hoard Class: None

More often than not accidental spawns of dark magic these undead are found in the realms under the waves, but on occasion veer into beach areas. They mostly swim, but the can fly if movement on land is needed. (thought you escaped? Ha!)

Living beings killed by them have a 50% chance of raising as zombies within a week, if no appropriate countermeasures are taken. If successfully attacked by their zombie powder attack (a breath weapon dealing 2d8 damage) characters are infected with a zombie virus and will transform into a zombie within a week.

Okay, this one is silly. They show up on one beach in Final Fantasy IX and are wonderful to boost levels with some extra XP. But they still are flying zombie whales. I think I am going to use them for some seaside encounter with a very weird aquatic necromancer.

About what happened last session

Illustration of a goblin

Illustration of a goblin (Photo credit: Wikipedia)

* the thief lies dying on the ground after an attack, slowly bleeding out, the goblin cleric was just hit with a critical and lost his ear. What is the most reasonable thing to do? Heal the ear first of course! Stupid human weakling is  not as important as a good goblin ear.

* they have cornered the wererat and his minions who have taken over the dwarven cave and killed all it’s inhabitants. What do they do? Parley of course. So they get another job: bring us one of the bouncing bears from the surrounding forests because we are hungry.

The end result: the orcish warrior now has a nemesis in a purple gummi bear who swore to avenge his brother. And I just wanted this to be a bit of comic relief.

* I dropped a deck of many things on them, and what does the thief do? Draw five. How bad did it end for him? Well, he is more dexterous now, more experienced, and got a treasure map and a magic weapon. So the goblin cleric tries the same. He lost all his experience but gained a bit more wisdom.

[Labyrinth Lord] Chocobo


Chocobo (Photo credit: Wikipedia)

Chocobo (Riding Bird)

No. Enc.: 1d4 (1d20+4)
Alignment: Neutral
Movement: 60’ (30’)
Armor Class: 6
Hit Dice: 2 +4
Attacks: 1 (bite 1d8+2 or claw 1d6+2)
Damage: 1d4+2 or special
Save: TH4
Morale: 7
Hoard Class: None
Large birds looking like a cross of a giant chicken and an ostrich. With long necks and intelligent eyes they can be found in flocks in plains or isolated forests.
They can run quicker than any other bird, even when carrying an armored man.
On average 7 feet tall and about 400 pound heavy they often react to paladins’ call for mounts or Summon Nature’s Ally III
Black Riding Birds: rare variant that can be bred by selective breeding of other variations. They also have a fly speed of 90″

I have been playing Final Fantasy IX for the last two weeks or so. My mind might be affected negatively. On the other hand: this is not a first. There was an article on Chocobos in some old issue of Dragon Magazine.

[Labyrinth Lord] Spellslot System

Spellslot System (aka The Even-more-Vancian-and-a-bit-Pratchettian System)

When Magic users gain experience they gain a better understanding for the workings of magic and wizardry. Their mind becomes more capable of holding more and more spells of smaller sizes, or spells of larger size.

Magic users basically can exchange the spells they have memorized in between levels in a ratio of 2:1, meaning two spells of a lower level are worth 1 spell of the next higher level, and the other way around. This can also be used over multiple spell levels.

Example: So, the sorceress Linda (2nd level) just found a scroll with a second level spell and dutifully copies it into her spellbook. The next day she and her companions are in an area in which this spell might come in handy, so she does not memorize her two first level spells, but one 2nd level one instead.

Spells are fickle beings, a sort of memetic daemon that exists only to fulfill it’s use and then disappears (which is why magic users have to relearn their spells every time they have cast them). They also are a bit jealous of other spells and want to be treated right. A magic user can only ever safely learn a single spell once a day (so only one of each kind of spell) and it might feel cramped if the magic user doesn’t have a slot for this kind of spell yet. If this is the case the magic user is in Overcast state, which is a bit like carrying around an unsecured weapon. If the spellcaster fails any save during this time or loses hitpoints 1d4 spells are released randomly. If the fail is critical then all the spells are randomly released. In this case the GM decides what exactly happens.

Example: Linda prepared a web spell that was over her limit. The she and her companions are surprised by a couple of crafty kobolds shooting darts at them. The wound was only small, but smarted like hell.

“Ouch!” says Linda and loses concentration. All of a sudden glibbery white mass is sprouting all around her and her companions and keeps them from moving. Now they can hear the hollering and whistling of the kobolds as they prepare another volley of darts, and there is no way to run from them…

Random Spell Release Table

  1. all the spells just disappear in an explosion of shining light *poof*
  1. all the spells hit the spellcaster and everybody around (both friends and enemies), random determination of who gets hit by what
  1. half the spells hit everybody, the rest just disappears without any effect
  1. the spells cause 1d6 imps to appear out of thin air. They will hang around for another 1d6 hours and play the most imaginative and dangerous pranks possible
  1. the spells manifest themselves as magic daemons and linger around
  1. The spells manifest themselves as magic daemones and wander off somewhere else


This small creature looks like a whirl of energy, somehow similar to the spell it technically is. It gets bigger with spell level and can be baited onto a piece of paper and pergament, creating a scroll, or captured in a jar. If it attacks it will just use the spell it is made of as an attack and disappear into nothing.

My Frankenstein

I was not idle the last few weeks, I was just busy with other things and in places that didn’t have a good internet connection for blogging. Christmas, and work, and other stuff kept on interfering with that. I still worked on my own rules compendium. I renamed it from Gonzo to Frankenstein, because by now it feels less like improvised mayhem, and more like a carefully crafted body made out of parts of other bodies. It still looks weird.

At it’s core it still is OD&D (well, Labyrinth Lord), although the surrounding elements have changed. There is a certain mechanical orthodoxy that I like about the game, and I don’t want to change too much. I want this to be still recognizable as based on OD&D, that is why so far I tried to get around things like spell points or Ascending AC, both of which I find more natural and easier to handle. I did introduce Delta’s Target20 mechanism and a corresponding Fighting Ability score though, mostly because I find a single formula easier than looking up stuff in the tables. This, by the way, is also one of the reasons why no ascending AC so far: the Target20 mechanism uses descending AC beautifully. Also I would have to change ACs on all my monster statistics.
So far I have mostly added to the whole thing (classes, races, spells), purged a few things I did not like (alignments and a few spells connected with them), and then found a lot of optional rules that might come in handy once in a while. True, that does go against the idea of “Simplicity” and “Rulings instead of Rules”, but I try to keep them simple and mostly collect mini-games/subsystems for the sake of variety and ease of use.
That is what I am actually mostly going for: ease of use. Because I am the one editing this system, I slowly gain a good understanding of what different parts really do.

The chapter on combat gained a few more interesting bits, basic rules on how rule some specific combat situations, which all are just variations on a theme (it all boils down to “you get that bonus if you attack with that minus”). I know that this might keep people from really improvising in a battle, but they might show people what is possible.
It’s not like the whole thing is too long anyway. I cut down a lot of superflous stuff, made a few things easier to understand, and so on. The largest part of the whole thing right now is actually the endless lists of spells and psionic powers. I didn’t really want to cut too many of them  because I like variety. The amount of spells is a large part of the game in any case, and the characters don’t really need to read more than the ones they can actually use anyway.

I don’t want to allow players to gain more than a few whimsy spells from their guild, or whatever place they buy spells at. They will either have to research spells or find them on scrolls during the adventure. What sort of a wizards’ guild would just give out what amounts to spells of mass destruction to any PC just waltzing in anyway?

Anyway, so far the largest parts that changed are:

1. there now are 5 base classes that can be played by anyone without requirement and the psion is one of them, all other classes need requirements and/or special DM allowance

2. combat has become easier and has more options, the tables were replaced with a unified system which did not actually change anything mechanically

3. race-as-class now are called paragon classes (yeah, I stole that from 3.5) and cannot advance higher than a specific point, this doesn’t matter too much as multi- and dualclassing is available for all characters. Race/Class combinations are the normal way. I just noticed that my players all had played Baldur’s Gate before and had brought some ideas from there.

4. I reinstated the typical AD&D spell names

Still working on the whole thing. We finally might manage to play again next Saturday, so there it might get tested.

[Labyrinth Lord] Chupacabra

No. Enc.: 1d6 (3d6+4)
Alignment: Neutral
Movement: 40’ (20’)
Armor Class: 8
Hit Dice: 5 +1
Attacks: 1 (claw 1d4+2, grapple)
Damage: 1d4+2 or special
Save: MU5
Morale: 7
Hoard Class: None
Small, elusive creatures that feed on the blood of mammals (hence goatsucker). Normally they life in small communities in warm woods and grasslands. They sneak into civilized areas at night (they are stealthy and have excellent low-light vision) and drain entire herds of farm animals in days; some have acquired a taste for humanoid blood as well. They generally are seen as half-intelligent: they are not tool users, but they show crafty tactics while hunting and hiding.
They prefer to attack enemies from behind, drain as much blood as possible, then try to flee to digest their meal.
They normally attack by grappling enemies from behind (additional +2 for grappling attacks), then sucking the blood out of their victims. Every round they are attached they can drain 1d4, up to 12 CON points

Converted from an old Dragon article for 3.5 (Dragon #343). I think they might be a bit hardcore.