Demonsong Posted May 31, 2003 Report Share Posted May 31, 2003 Building a better Vampire, and YOU!! Ok so the whole vampire thing has accidentally made its way in to my campaign. I have been toying with different ways to build them for a few weeks now. So what I would like is your ideas. In other words build me a Vampire So this is the deal, there are 3 types of Vampire scum in my campaign. Masters Vampires (built on as many CP as you want), Normal Vampires (built on 350 CP), and Ghouls there worth less still mainly human followers (built on…..well cheap). I am looking mainly for like Normal Vampires. And I want what you think a Vampire should be, not necessarily what a Classic Vampire is. Not all Vampires can turn in to a wolf, ECT. Go wild. What happens when a mutant is bit? So what do you think? What should a “Real†Vampire be? *****Disclamer****** ******Is this just a cheep way to get other people to do my work as a GM. You bet you a$$ it is. But I also think it will be lots of fun to see what every one can come up with.****** Quote Link to comment Share on other sites More sharing options...
Rechan Posted May 31, 2003 Report Share Posted May 31, 2003 Okay. Are all normal vampires alike? And, what folklore are you using? Every culture has a vampire, and the popculture adds lore to the old legends. There are *so Many* powers that a vampire could have. Mist creation, and desolification. Flight. Invisibility. Shadow manipulation. Hypnotizing/mind controlling gaze. Enducing Madness. Some folklore were vampires that were basicly plague victims; they would rise from the grave, move across the country side and spread sickness wherever they went. Your vampires could have disease attacks. Powers to tamper with someone's blood. Over the night itself. Me, I like variety; not all vampires should be alike, an embodiment of immortality and the Night would suggest some variations. I imagine most people will suggest some flat things: Regeneration, Damage reduction, strenght, etc etc. Though, some that are physically weak in taking damage (brittle bones or so), or regenerate after death (lest some rite be performed) would be also interesting. Here's some suggestions: Maybe your 'ghouls' are very... sucky. Give them some clinging powers, maybe some enhanced speed and strenght. Perhaps they're not as sophisticated as the vampire; instead of drinking blood, they must devour flesh, merely to regenerate (Yes, I saw Blade II, but I also like the idea of low powered grunts that have some really nasty, creepy capabilities themselves). Quote Link to comment Share on other sites More sharing options...
BarryB Posted May 31, 2003 Report Share Posted May 31, 2003 I've built several types of vampires in the course of campaigns, not all of whom were called "vampires." The overarching rule I used in anything that was called a vampire is that it lacked some or all of the classic vulnerabilities. This keeps the players/characters from using their own knowledge of horror movie vampires to their advantage: "Weapons-man, why don't you construct wooden bullets so that Marksman can peg the vampires with his ten-shot autofire with which he has 10 skill levels." Of course, you can add in new vulnerabilities based on what you consider vampirism to be in your campaign. If it's a disease,then maybe a good strong dose of antibiotics or Clorox will kill it. If it's undead, how would it handle an exorcism? Make your vampires as you wish. Just make 'em drain *something* from the victim. Oh, and act mostly at night, whether from necessity or preference. Put those two together and I think you've got something that you could call a vampire. Quote Link to comment Share on other sites More sharing options...
Southern Cross Posted May 31, 2003 Report Share Posted May 31, 2003 Vampires Vampires have too many Vulnerabilities as it is.... Interestingly,vampires originally WEREN'T destroyed by sunlight-they just lost their powers.We have F.W.Murnau's film Nospheratu to thank for this. For those who might want to build a modern vampire,I suggest they read Lee Killough's Bloodhunt and Bloodlinks.(I suggest trying second-hand bookstores,as i first read these years ago.) Quote Link to comment Share on other sites More sharing options...
winterhawk Posted May 31, 2003 Report Share Posted May 31, 2003 I like the Blade school of vampirism, with 'agent' level vamps that your players can get into a martial arts fight with...and all vampires know martial arts, even the minor ones. Quote Link to comment Share on other sites More sharing options...
Southern Cross Posted May 31, 2003 Report Share Posted May 31, 2003 Vampire Martial Artists So do I -but it stretches belief that all vampires know martial arts.Sure many of them live for centuries,but,until recently ,martial arts (as we know them today) were mainly studied in the Far East.Dracula might have been a master swordsman,but if he's a master vampire in a modern campaign he shouldn't be doing karate chops. Also,remember that vampires are supposed to have superhuman strength and speed.If I were creating a vampire template,I'd add 20+ points to STR and double a converted chatacter's DEX & SPD. Quote Link to comment Share on other sites More sharing options...
Pattern Ghost Posted May 31, 2003 Report Share Posted May 31, 2003 Not necessarily. If you go the demon/human symbiote route, ala Buffy, then all the demon halves could have some martial training. Remove the high kicking and go for more of a grappling art (good for high STR type vamps anyway) and Western and Eastern arts have a lot of similarities. Quote Link to comment Share on other sites More sharing options...
Kaeto Posted May 31, 2003 Report Share Posted May 31, 2003 Personally I like the Forever Knight type of vampire. No form changeing powers but a lot of strength and can fly. As far as weaknesses go, sunlight, holy objects (although the lead character learned to withstand holding onto a cross.) . And they coud even drink a little wine as long as there was blood mixed in it. Quote Link to comment Share on other sites More sharing options...
Stormraven Posted May 31, 2003 Report Share Posted May 31, 2003 Saberhagen's Fred Saberhagen did an interesting bit on Vampires with his Dracula series. It was based on Bram Stoker's, but with much better writing. :-) Nothing major in the way of changes, but it made for a better story, IMO. Dracula was, indeed, stronger and faster than breathing humans, could change shape to a wolf - I don't recall the bat in Saberhagen's stories - and turn to mist. Holy Symbols didn't bother him, aside from the sacrilege that would be implied by harming them. (He was a devout Catholic) Metal meant nothing to him except a little pain, while wood affected him normally. He didn't need more than a pint or two of blood each week, if that. Sunlight was painful and could kill, if the vampire was young or unprepared, but an older vampire could - with precautions - walk during the day, though only in human form. An interesting change on that is that Dracula, as old as he was, as powerful as he was, could still be killed if the rays of the dawning sun touched him. Still, as others have pointed out, there are a LOT of vampires you can play with. You'll have to be more specific about what your vampires can do before any work can be done. Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 31, 2003 Report Share Posted May 31, 2003 As a guestimation of what I would do is try to make a number of package deals that would include: Basic Goul 20 +20 Str (and all figured there of) 20 +10 Con (all figured) 30 +10 dex (all Figured) 10 +1 Speed (+2 total) 23 LS: Aginging, disese, Poisons 10 1/2d6 HKA (Bite) 10 1 Minor Vampiric Power (a list of optional powers) 5 Nightvision 22 1d6 Healing, From Death, Regeneration options 150 Total 10 DF 25 3d6 from sunlight per minute 15 3d6 from Holy objects per minute 10 1d6 from running water (rivers/streams/etc) per turn 20 x2 Stun & Body from holy weapons 20 Phys Lim: Can not enter a building without an invite Total cost of Package 50 Then I would come up with a bormal vamp package based of the above Quote Link to comment Share on other sites More sharing options...
Demonsong Posted May 31, 2003 Author Report Share Posted May 31, 2003 Wow that’s a lot of input. I must say it’s a lot of good ideas. I agree that vampires should be fast and strong. But I don’t thing brick level are necessary. And for a basic Vampire a SPD over 6 would be overkill in my way of thinking.The point is that there are not going to be any set rules for Vampires in my world. Something that works on one might not work on others. That said, there would probably be more than one way to be turned in to a vampire. That would led to gaming options about Vampire Gang Wars “we are the only true Vampireâ€. This is my Basic Vampire type, more of a classic type. This guy can rip apart a SWAT Team and still have room for desert. A descent amount of power and options but not over powered, and a match for most PC’s one on one. Surely one of you can come up with something better than this on 350 CP’s. I will have to rethink it if I want to go with the disease instead of the succession of bites. Basic Vampire STAT-- VALUE-- COST STR-- 30--20 DEX-- 24-- 42 CON-- 20-- 20 BODY-- 15-- 10 INT-- 10-- 0 EGO-- 15-- 10 PRE-- 20-- 10 COM-- 10-- 0 PD-- 15-- 9 ED-- 15-- 11 SPD-- 6-- 26 REC-- 10-- 0 END-- 40-- 0 STUN-- 40-- 0 TOTAL 148 COST-- POWERS 40-- Vampire Powers: Multi-Power 4m-- Incredible Speed: Running +14†(20†Total) NCM: X8 (38pts) 3m-- Mist Form: Desolification, -1/2 Cannot pass through solid objects (40pts) 4m-- On the Wings of Shadows: Flight 20â€, NCM: X2 (40pts) 2m-- Look Deep in to my eyes: Mind Control 8D6, -1 Must have eye contact (40pts) 4m-- Blood the Drink of the Gods: 2D6 Transfer from Body to STR, +1/4 Slow Fade -5pts/min. (38pts) 4m-- My Child: Transform in to Vampire. 30-- Claws and Fangs: 2D6 (4D6 w/STR) HKA 5-- The night is my friend: Night Vision 28-- You can’t kill me: Regeneration 1/turn, regrow limb and organs, Resurrection, does not work if killed by sunlight, or if there is a stake in heart. (70pts) 12-- Your weapons are worth less: Damage Reduction 50% Physical, -1/2 Not vs. Silver, -1/2 Not vs. Wood, -1/2 Not vs. magic (30pts) 20-- Your weapons are worth less: Damage Reduction 50% Physical, -1/2 Not vs. Magic (30pts) 15-- You are week: Damage Resistance, 15PDr 15EDr 3-- Night is our time: Detect the exact moment the sun sets and rises. Total-- 171 Cost-- Skills/Talents/Perks 8-- OCV +4 with Claws 20-- Various skills from former and new life. Total 28 Cost-- Disadvantages 30-- Susceptibility: Sunlight 3D6/Turn 20-- Susceptibility: Holy Water 3D6/Turn 10-- Susceptibility: Crosses or the Shadow of a Cross 1D6/Turn 10-- Susceptibility: Holy Ground 1D6/Turn 10-- Susceptibility: Silver 1D6/Instiant 20-- Distinctive Features: Vampire, Fangs, Pale Skin, Clawed Hands, Burns in sunlight (you know the subtle things) 15-- Dependence: Blood, Once per day, or… 1- All power require an activation roll 14- 2- Weakness –3 to all characteristics per day 3- Damage 3D6 per day 15-- Reputation: A freaking Bloodsucker, Extreme 14- 20-- Hunted: Various religious groups, and vampire hunters. 8- Total-- 150 Stats-- 148 Powers-- 174 S/T/P-- 28 Total-- 350 Disadvantages-- 150 Quote Link to comment Share on other sites More sharing options...
BlackCobra Posted May 31, 2003 Report Share Posted May 31, 2003 I had a player a long time back who wanted to play a vampire as a hero (do-able, with work). This was in 4th Ed, before the Resurrect option was available. So we built the power as a Major Transform (dead him to alive him) and bought it Independent (since it was also before Inherent). He also had Regeneration, which turned out to be a real problem. Follow the bouncing logic ball here: character dies. Transform gradually turns him back alive. All Transforms (in 4th Ed, anyway) recover by healing. Character has Regeneration. Based on character's speed, this means he's dying and coming back to life every 2 minutes 30 seconds. Hilarity ensues. Anyway, if you use this kind of power construction, I highly recommend Personal Immunity on the Regeneration (it saves headaches) -- and the character only dies once or twice a month (regular healing). Quote Link to comment Share on other sites More sharing options...
pinecone Posted May 31, 2003 Report Share Posted May 31, 2003 I kind of divide Vamps into "camps" so most are Martial brick types (even Dracula could have picked up Savate while in Marselles) Mentalist types (Mind controll, Mental illusions, TK...think Lung Hung) and Specials like shape shifters and "psychic vamps" and the like flavor with far east style vamps and World O' darkness and the varity is huge...The only vamps I have as established parts of the campain are two MA/Brick types ...one a master ninja created by a stow away in 1600's japan and a neutral thats a gateway to the supernateral world who shades into the mentalist side....In my campain the goverment has a top secret anti-vamp agency so vamps are an endangered species by now... Quote Link to comment Share on other sites More sharing options...
Demonsong Posted June 1, 2003 Author Report Share Posted June 1, 2003 Come on guys….Not one of you has a vampire made up that you can post. I really want to see what some one else has come up with. Thanks Quote Link to comment Share on other sites More sharing options...
AnotherSkip Posted June 1, 2003 Report Share Posted June 1, 2003 frankly I think a vampire with 0 body and a transfer body power would work. probably a 1 pip HKA linked. buy doun the recovery rate and viola you kill to live. Quote Link to comment Share on other sites More sharing options...
Demonsong Posted June 1, 2003 Author Report Share Posted June 1, 2003 That’s a cool idea. Quote Link to comment Share on other sites More sharing options...
Mavnn Posted June 2, 2003 Report Share Posted June 2, 2003 Well, given you asked... Not amazingly original, but different enough from yours I thought you might be interested. This is a fairly low mystic vampire - he doesn't have many of the further out abilities (turn to mist, turn into animals, etc.). He's just a hunter, with the enhanced strength, speed and perception you would expect, along with a bit of mind control to represent his 'feral nature' and some mist creation because he needed a signature power. I haven't given him any disads, mainly because they vary so drastically from game to game for vampires (and in some settings from vampire to vampire). The list you gave your own template above looked pretty good. Standard Vampire Player: Val Char Cost 35 STR 25 26 DEX 48 23 CON 26 14 BODY 8 13 INT 3 17 EGO 14 25 PRE 15 18 COM 4 20 PD 13 20 ED 15 6 SPD 24 12 REC 0 46 END 0 44 STUN 0 7" RUN22" SWIM07" LEAP0Characteristics Cost: 197 Cost Power END 60 Blood Sucking Psycho: Multipower, 60-point reserve 1u 1) Bite: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD), Armor Piercing x1 (+1/2), Reduced Endurance (0 END; +1/2) (20 Active Points); Restrained Targets Only (-1/2) 1u 2) Drink the blood: Drain 3d6: BODY (30 Active Points); Restrained Targets Only (-1/2), Only if Target Has Taken BODY Damage (ie. is bleeding) (-1/2) 3 2u 3) Ferocious Fighter: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2) 2u 4) Faster Than the Eye Can See: Teleportation 15" (30 Active Points); Must Pass Through Intervening Space (-1/4) 3 3u 5) Pursue the Prey: Running 8" (x4 Noncombat), Combat Acceleration/Deceleration (+1/4) (29 Active Points) [Notes: Adds modifiers to base Running when slot selected] 3 2u 6) "His Eyes are Like Bottomless Pits": Mind Control 2d6, Invisible Power Effects (Fully Invisible; +1), Cumulative (x4 max.) (+1) (30 Active Points); Eye Contact Required (-1/2), Does Not Provide Mental Awareness (-1/4) 3 2u 7) Shroud of Mist: Change Environment 8" radius, -3 PER Roll: Normal Hearing, -3 PER Roll: Normal Sight (30 Active Points); No Range (-1/2) 3 1u 8) Spread the Infection: Transform 6d6: Human Into Vampire (Cosmetic) (30 Active Points); 1 Charges (-2), Gradual Effect (1 Day; -1 3/4), Extra Time (1 Turn (Post-Segment 12); -1 1/4), Character May Take No Other Actions (-1/4), Costs Endurance (Costs END Every Phase; -1/2), Must Drain Target Immediately Before (-1/4) 3 7 Regeneration: Healing 1d6 (max. Healed Points: 6), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (1 Turn (Post-Segment 12); -1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] 18 Undead Resilience: (Total: 25 Active Cost, 18 Real Cost) Damage Resistance (5 PD/5 ED) (Real Cost: 5) plus Physical Damage Reduction, 50% (20 Active Points); STUN Only (-1/2) (Real Cost: 13) 5 Child of the Night: Nightvision 6 Hunter Spots His Prey: Enhanced Perception (+2 to PER Rolls for All Sense Groups) Powers Cost: 110 Cost Skill 12 +4 with Dodge, Strike and Grab 3 Breakfall 14- 3 Climbing 14- 5 Stealth 15- 15 Unique Skills Skills Cost: 38 Cost Talent 5 Simulate Death (+2 to roll) Talents Cost: 5 Total Character Cost: 350 Base Points: 200 Experience Required: 150 Total Experience Available: 0 Experience Unspent: 0 Michael Edit: Forgot to mention - due to his lack of mystic-ness, he also stays dead when you kill him. That's not hard to change if you desire, though. Edited Again: Erm... that transform should be Major and have less dice. Oops. The idea was it took several days to create a new vampire, giving the Hero's a chance to rescue their DNPCs - and even after the final bite is given, they still have part of the day to find an antidote due to the delayed effect . Quote Link to comment Share on other sites More sharing options...
death tribble Posted June 2, 2003 Report Share Posted June 2, 2003 I'd drop the silver susceptability and change it to Fire instead. Vampires tend to get pretty het up on fire whatever film, or resource I have come across. Silver is Werewolf territory. Interestingly one of the Vampire Clan Books from Vampire The Masquerade came up with an interesting idea. Vampiritis. They believe that they cannot cross running water, get affected by garlic, the holy symbol, sleep in coffin with Earth, the whole nine yards. Quote Link to comment Share on other sites More sharing options...
AnotherSkip Posted June 2, 2003 Report Share Posted June 2, 2003 isn't that a collection of lesser vampiric weaknesses? at least it was in 2nd. Quote Link to comment Share on other sites More sharing options...
Marcus Posted June 3, 2003 Report Share Posted June 3, 2003 One top-flight 'Lord of the City and Surrounding Enviorns' Vampire Overlord type, loosely converted from White Wolf Methusalah NPC. Some details not in yet (personality, appearance, etc).. character is a WIP Marcus Halliward Smythe Player: Val Char Cost 110 STR 25 40 DEX 30 80 CON 60 40 BODY 60 25 INT 15 40 EGO 60 105 PRE 25 15 COM 3 20/70 PD 6 20/70 ED 4 12 SPD 0 60 REC 60 160 END 0 116 STUN 0 24" RUN368" SWIM622" LEAP0Characteristics Cost: 390 Cost Power END 12 Alertness: Enhanced Perception (+4 to PER Rolls for All Sense Groups) 163 Dominate: Mind Control 14d6, Reduced Endurance (0 END; +1/2), Variable Advantage (+1 Advantages +2) (245 Active Points); Variable Limitations (requires -3/4 worth of Limitations -1/2) 100 Obfuscate: Invisibility to Sight Group, Hearing Group, Mental Group, Radio Group, Smell/Taste Group, Touch Group, Unusual Group, No Fringe, Reduced Endurance (0 END; +1/2), Variable Advantage (+1/2 Advantages +1) (150 Active Points); Only When Not Attacking (-1/2) Obfuscate Subpowers 52 1) Mask of 1000 Faces: Shapeshift (Sight Group; Humanoid Only: Limited Group of Shapes, Imitation, Instant Change), Reduced Endurance (0 END; +1/2) (52 Active Points) 35 Presence: +35 PRE Presence Subpowers 35 1) Passion: +35 PRE, Impact of Attack Fades 5 Points/Hr (+1) (70 Active Points); Only to Instill Extreme Emotional States (-1) 79 2) Summon: Mind Control 10d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (+1/2), Invisible Power Effects (Fully Invisible; +1), Cumulative (x4 max.) (+1) (237 Active Points); Set Effect-Come to Current Location (-2) 70 Celerity: +7 SPD Celerity Subpowers 32 1) Celerity: Lightning Reflexes: +21 DEX to act first with All Actions 40 Potence: +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); No Figured Characteristics (-1/2) Potence Subpowers 52 1) Flick: Ranged on 115 STR, Only For Damage (52 Active Points) 187 Fortitude: Armor (50 PD/50 ED), Hardened (+1/4) (187 Active Points) Fortitude Subpowers 20 1) Ignore the Stinging Gnats: Damage Resistance (20 PD/20 ED) 187 2) Adamantine: Energy Blast 30d6 (vs. PD), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2); Fixed Effect-Matches Incoming Damage (up to 30 Bod, 90Stun) (-1) 36 Protean: Shapeshift (Sight Group; Additional Sense Group: Hearing Group, Additional Sense Group: Smell/Taste Group, Additional Sense Group: Touch Group, Instant Change, Variety of Shapes: Four (max) Shapes), Costs END Only To Change Shape (+1/4) (36 Active Points) 3 Protean Subpowers 3 1) Gleam of the Red Eye: Nightvision (5 Active Points); Obvious (-1/2) 135 2) Protean Claws: Killing Attack - Hand-To-Hand 6d6 (plus STR) (vs. PD), Reduced Endurance (0 END; +1/2) (135 Active Points) 40 3) Mistform and Earthswimming: Desolidification (affected by Fire/Sunlight (Surface), Excavation (Earth)) 4 30 4) Flesh of Marble: Physical Damage Reduction, Resistant, 50% 20 5) Flesh of Marble: Energy Damage Reduction, Resistant, 50% (30 Active Points); Not Versus Fire and Sunlight (-1/2) 227 Blood Magic: Variable Power Pool, 130 base + 97 control cost, Cosmic (+2) (325 Active Points); Blood Magic (Limited; -1/2), All Powers Must Cost Endurance (-1/2) Uses of the Blood 120 1) Blood Healing: Healing 8d6 (max. Healed Points: 48), Autohealing unless Conciously Refused (+1/2) (120 Active Points) 12 28 2) +35 STR (35 Active Points); Costs Endurance Every Turn Available (-1/4) 3 48 3) +20 DEX (60 Active Points); Costs Endurance (Costs END Every Turn; -1/4) 6 64 4) +40 CON (80 Active Points); Costs Endurance (Costs END Every Turn; -1/4) 8 Powers Cost: 1815 Cost Skill 30 +6 with HTH Combat 6 +2 Armed HTH 25 +5 with DCV 5 Academics (INT-based) 16- 11 Acrobatics 21- 8 Animal Handler 34- 7 Bureaucratics 32- 11 Conversation 34- 9 Deduction 17- 11 Finance 18- 11 High Society 34- 17 Intimidation 37- 15 Languages:All Reasonable 7 Law (INT-based) 18- 17 Leadership 37- 7 Occult Knowledge (INT-based) 18- 5 Paramedics 15- 13 Persuasion 35- 13 Seduction 35- 9 Stealth 20- 16 Survival (Desert, Mountain, Temperate/Subtropical, Urban) 18- Skills Cost: 253 Cost Perk 50 Contacts 25 Favors 170 Vampires of the City: Follower (x60, 700 Base, 300 Disad) [Notes: 1000 Points is for High-End Followers, most will be substantially less] 85 Smithforge Industries: Vehicles and Bases (x100, 250 Base, 100 Disad) 10 Captain of Industry: Fringe Benefit: Head of State 10 Prince of the Vampires of the City: Fringe Benefit: Head of State 15 More Money than God: Money: Filthy Rich Perks Cost: 365 Cost Talent 9 Ambidexterity (Eliminate Off Hand Penalty entirely) 4 Simulate Life (+1 to roll) [Notes: Like People Simulate Death...] 36 Auspex: Danger Sense (Area: Immediate Vicinity, Sensitivity: Any Danger) 20- Talents Cost: 49 Total Character Cost: 2871 Val Disadvantages 15 Enraged: Near Death (Uncommon), go 14-, recover 14- 5 Enraged: Publically Insulted/Humiliated/Denegrated (Uncommon), go 8-, recover 14- 5 Hunted: Vampire Hunters (Various) 8- (Less Pow; Harshly Punish) 5 Physical Limitation: Must Feed on Human Blood to Recover LTE (Infrequently; Slightly Impairing) 20 Psychological Limitation: Blidingly Arrogant (Very Common; Strong) 15 Psychological Limitation: Honourable, Never Breaks Given Word (Uncommon; Total) 15 Psychological Limitation: Casual Killer (Common; Strong) 5 Psychological Limitation: Protective of Certain Individuals (will vary-pick one PC) (Uncommon; Moderate) 15 Rivalry: Professional (Other powerful vampires; Rivals are collectively More Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 10 Social Limitation: Cannot Move Freely in Daylight (Frequently; Major; Not Limiting In Some Cultures) 10 Vulnerability: 1 1/2 x BODY Fire/Sunlight (Common) 10 Vulnerability: 1 1/2 x STUN Fire/Sunlight (Common) 15 Susceptibility: Sunlight 1d6 damage, per Minute (Very Common) Disadvantage Points: 145 Base Points: 2300 Experience Required: 426 Total Experience Available: 426 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
Lightray Posted June 3, 2003 Report Share Posted June 3, 2003 Not really a true vampire, but close enough -- this is an NPC villain-in-waiting in my campaign. (somebody will surely recognize his backstory...) Dhampire Alternate IDs: Camden Gratz Pierce Val Char Cost 30 STR 20 23 DEX 39 23 CON 26 15 BODY 10 15 INT 5 15 EGO 10 25 PRE 15 20 COM 5 15 PD 9 10 ED 5 6 SPD 27 10 REC -2 46 END 0 44 STUN 2 6" RUN02" SWIM06" LEAP0Characteristics Cost: 171 Cost Power END 8 Vampiric Vitality: Damage Resistance (9 PD/6 ED) 10 Vampiric Resilience: +10 CON (20 Active Points); No Figured Characteristics (-1/2), Only Vs. CON Stunning (-1/2) 13 Vampiric Body: Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Longevity: 400 Years 5 Vampiric Sight: Nightvision 6 Vampiric Senses: Enhanced Perception (+2 to PER Rolls for All Sense Groups) 3 Vampiric Slumber: Simulate Death 7 Vampiric Regeneration: Healing 2 BODY (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage Fire (-1/4) 2 7 Vampiric Bite: Killing Attack - Hand-To-Hand 0d6 +1 (plus STR) (vs. PD), Armor Piercing x1 (+1/2) (7 Active Points) 1 21 Vampiric Blood Drain: Transfer 2d6 (BODY to BODY), Armor Piercing x1 (+1/2), Delayed Return Rate (5 Points per Day) (+1 1/2) (90 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), PD Applies (-1), Requires Successful Grab (-1/2), Concentration 0 DCV (-1/2) 9 41 Vampiric Influence: Mind Control 7d6, Telepathic (+1/4), Invisible Power Effects (Sight Group; +1/2) (61 Active Points); Eye Contact Required (-1/2) 6 Powers Cost: 121 Cost Skill 5 +1 with DCV 3 Acrobatics 14- 3 Acting 14- 3 Breakfall 14- 3 Climbing 14- 3 Concealment 12- 3 Contortionist 14- 3 Conversation 14- 3 Deduction 12- 3 Persuasion 14- 3 Seduction 14- 3 Shadowing 12- 3 Stealth 14- 2 KS: Magic 11- 2 KS: Vampire Lore 11- 0 Language: English (Idiomatic, native accent; Custom Adder) 4 Language: French (Idiomatic, native accent) Skills Cost: 49 Cost Perk 3 Anonymity 1 Fringe Benefit: Passport 2 Reputation: Son of Gratz (A small to medium sized group, 8-) +2/+2d6 Perks Cost: 6 Cost Talent 3 Perfect Pitch Talents Cost: 3 Total Character Cost: 350 Val Disadvantages 15 Hunted: Moonsilver 8- (Occasionally), More Powerful, Harshly Punish 10 Hunted: Megan Pierce 11- (Frequently), As Powerful, Mildly Punish 5 Hunted: Vampire Hunters 8- (Occasionally), Less Powerful, Harshly Punish 10 Physical Limitation: Craves Blood Frequently, Slightly Impairing 15 Psychological Limitation: Emulates Gratz Common, Strong 10 Psychological Limitation: Code of Nobility Common, Moderate 15 Social Limitation: Secret Identity Frequently (11-), Major 5 Susceptibility: Holy Objects 1d6 damage, Instant, Uncommon 10 Vulnerability: 1 1/2x STUN Fire Common 5 Vulnerability: 1 1/2x STUN Wood Uncommon Disadvantage Points: 100 Base Points: 250 Experience Unspent: 0 Background/History:Son of Megan Pierce and the vampire Gratz. Raised by his mother amid the Circle, hoping to overcome his father's heritage. This seems to have failed or backfired, as he fled his mother's control in his late teens. She now searches desparately for her son, while he taunts the Circle from afar, flaunting his nature and knowledge of their secrets. Appearance:Handsome young man, black hair streaked with silver at the temples, plus goatee. Only signs of his vampiric heritage are his widow's peak and prominant canines. Quote Link to comment Share on other sites More sharing options...
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