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vampire hero


Vondy

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Okay - Susano has a Vampire to Hero conversion that's hosted at Surbrook's Stuff.

 

Has anyone playtested it?

If so, how did it work out?

 

Has anyone built characters with it?

If so, care to post them?

 

The reason I ask is this: I've been running a vampire PBEM that's based loosely on the World of Darkness (I say loosely because its a work of canonical heresy that ignores the meta-plot and pulls elements and characters from all over the place). Its not my preferred game, but the players are having a good time, and its been a good writing exercise. Right now its virtually systemless (I've been using the DP9 Core System), but I've been thinking about using hero.

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Re: vampire hero

 

I'm the guy who wrote the conversion on Surbrook's site.

 

Originally posted by D-Man

Okay - Susano has a Vampire to Hero conversion that's hosted at Surbrook's Stuff.

 

Has anyone playtested it?

If so, how did it work out?

 

I've run one multi-session face-to-face game where one of the players ran a WoD vampire made with my conversion notes. I think it went okay, but my objectivity on this matter is suspect. :)

 

Has anyone built characters with it?

If so, care to post them?

 

I've built lots of characters. The key is to not pay attention to point totals, because vampires and other WoD supernaturals are just plain expensive to build.

 

Here's a couple of characters:

 

Character #1 (a Tremere)

Alan Lockridge

 

 

 

Player:

 

 

 

Val Char Cost
10 STR 0
12 DEX 6
13/18 CON 6
10 BODY 0
18 INT 8
18/23 EGO 16
10 PRE 0
12 COM 1
3 PD 1
3/4 ED 0
2 SPD 0
5/6 REC 0
26/36 END 0
22/45 STUN 0
6" RUN02" SWIM02" LEAP0Characteristics Cost: 38

 

 

 

Cost Power END
Undead Toughness
30 1) (Total: 60 Active Cost, 30 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); STUN (or BODY) Only (-1/2), Not vs. aggravated damage Limited Type of Attack (-1/2) (Real Cost: 15) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN (or BODY) Only (-1/2), Not vs. aggravated damage Limited Type of Attack (-1/2) (Real Cost: 15)
1 2) Damage Resistance (2 PD/2 ED) (2 Active Points); Not vs. aggravated damage Limited Type of Attack (-1/2)
24 3) Life Support , Eating: Character does not eat, Longevity: Immortal, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Self-Contained Breathing
7 4) Life Support , Immunity: All terrestrial poisons and chemical warfare agents (10 Active Points); Limited Power Not if poison is present in flesh/blood meal (-1/2)
10 5) Life Support , Immunity: All terrestrial diseases and biowarfare agents
10 Blood Pool: Endurance Reserve (100 END, 5 REC) Reserve: (15 Active Points); Side Effects (1.5 d6 Drain END Reserve - 10 pts END, recover/year, upon rising each night) (Side Effect always occurs whenever the character does some specific act -1/4) REC: (5 Active Points); OAF (blood to be consumed) Expendable (Difficult to obtain new Focus; -1 1/4), Half effectiveness when animal blood is consumed (-1/2)
Feeding (The Kiss)
3 1) Fangs: Killing Attack - Hand-To-Hand 0d6 +1 (plus STR) (vs. PD) (5 Active Points); Must follow successful Grab maneuver (-1/2) (uses Personal END) 1
40 2) Ecstasy of the Kiss: Entangle 4d6, 4 DEF, Takes No Damage From Physical Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Invisible Power Effects (Hearing Group; +1/4), Based On EGO Combat Value (Mental Defense; +1) (110 Active Points); Entangle fades at 1 BODY/phase after bite is disengaged (-1/2), Fangs must do BODY damage or penetrate skin Power loses about a third of its effectiveness (-1/2), No Range (-1/2), Half effectiveness against other Kindred (-1/4) (uses Personal END) 11
10 3) +5 with BOECV Entangle attack
12 4) Licking Wounds Closed: Healing 3d6 (max. Healed Points: 18) (30 Active Points); Only to close wounds caused by fangs (-1 1/2) (uses Personal END) 3
33 Physical Prowess Boosts and Basic Healing: Multipower, 49-point reserve, all slots: (49 Active Points); Self only (-1/2)
1u 1) Aid: STR 1d6, Can Add Maximum Of 12 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (16 Active Points); Self Only (-1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 2
1u 2) Aid: CON 2d6, Can Add Maximum Of 24 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (32 Active Points); Self Only (-1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 3
2u 3) Aid: DEX 3d6, Can Add Maximum Of 36 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (49 Active Points); Self Only (-1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 5
1u 4) Healing 1d6 (max. Healed Points: 6), Reset Interval of 1 Turn (+1 1/2) (25 Active Points); Does Not Work On Aggravated Damage Two or More Types of Damage (-1/2), Self Only (-1/2), Extra Time Full Phase (-1/2), Increased Endurance Cost 2x END (-1/2), Concentration 1/2 DCV (-1/4) (uses END Reserve) 4
1 Healing Aggravated Damage: Healing 1d6 (max. Healed Points: 6) (Can Heal Limbs) (15 Active Points); Extra Time 1 Day (-4), Character May Take No Other Actions (-1/4), Increased Endurance Cost 10x END (-4), Does Not Work On Non-Aggravated Damage Two or More Types of Damage (-1/2), Self Only (-1/2) (uses Personal END) 10
6 Recovering from Torpor: Healing 1d6 (max. Healed Points: 6) (Resurrection (prevented by aggravated damage)), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (60 Active Points); Extra Time 1 Year (-6), Side Effects: 1d6 Drain END Reserve, recover 5 points/month, Side Effect occurs automatically whenever Power is used (-1), Resurrection Only (-1/2), Self Only (-1/2), Does not work if Blood Pool END Reserve is empty Power loses about a fourth of its effectiveness (-1/4)
Frenzy, all slots: Only when beserk or enraged Power loses about a third of its effectiveness (-1/2)
7 1) +5 CON (10 Active Points)
7 2) +5 EGO (10 Active Points)
13 3) +20 STUN (20 Active Points)
7 Blood Bond: Transform 2d6: person to slavishly devoted servant (Major), Works against EGO not BODY (+0), Partial Transform (+1/2) (45 Active Points); Gradual Effect 1 Day (-1 3/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), No Range (-1/2), Target must ingest vampire's blood (-1/2), Increased Endurance Cost 2x END (-1/2), Limited Target animals and sentient beings (-1/4), Blood must be consumed on three separate occasions before bond takes hold (-1/4) (uses END Reserve) 8
8 Living Appearance: Shapeshift to normal "living" appearance (Sight Group; Additional Sense Group: Hearing Group, Additional Sense Group: Touch Group), Costs END Only To Change Shape (+1/4) (20 Active Points); Increased Endurance Cost 4x END (-1 1/2) (uses END Reserve) 8
14 The Embrace: Summon 550-point vampire (110 Active Points); Extra Time 1 Day (-4), OAF (person) Bulky Expendable (Difficult to obtain new Focus; -1 3/4), Limited Power Summoned vampire is disoriented and weak for a 1-2 weeks (-1), Gestures (drink person's blood down to negative BODY, then feed some back to person) (-1/4) (uses END Reserve) 11
Auspex
33 1) Heightened Senses: (Total: 71 Active Cost, 33 Real Cost) Enhanced Perception (+3 to PER Rolls for All Sense Groups) (9 Active Points); Nonpersistent (-1/4), Side Effects (2d6 Flash vs. Sight, Hearing, and Smell Groups upon encountering sensory overload in these areas) (Side Effect always occurs whenever the character does some specific act -1/4) (Real Cost: 6) plus Precognitive Clairsentience (Sight Group) (40 Active Points); No Conscious Control (-2), Precognition/Retrocognition Only (-1), Vague and Unclear (-1/2) (uses Personal END) (Real Cost: 9) plus Danger Sense (Function as a Sense, Sensitivity: Out of Combat) (22 Active Points); Nonpersistent Power loses about a fourth of its effectiveness (-1/4) 13- (Real Cost: 18) 4
7 2) Aura Perception: Detect Auras A Class Of Things 13-, Discriminatory (10 Active Points); Concentration 1/2 DCV (-1/4), Nonpersistent (-1/4)
Thaumaturgy
4 1) Taste for Blood: Detect Vampire Blood Pool A Single Thing 13-, Discriminatory (8 Active Points); IIF (a little iof the blood of the target) Expendable (Difficult to obtain new Focus; -1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 1
19 2) Blood Rage: Mind Control 10d6, Telepathic (+1/4) (62 Active Points); Limited Class Of Minds: Vampires Single species/type of mind (-1), Set Effect: Spend blood as I specify (-1/2), No Range (-1/2), Does Not Provide Mental Awareness (-1/4) (uses END Reserve) 6
33 3) Movement of the Mind: Telekinesis (15 STR), Fine Manipulation, Reduced Endurance 1/2 END (+1/4) (41 Active Points); Affects Whole Object (-1/4) (uses END Reserve) 2
56 Summon the Simple Form: Multipower, 70-point reserve, all slots: (70 Active Points); Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4)
3u 1) Killing Attack - Hand-To-Hand 2d6 +1 (plus STR) (vs. ED), Usable Simultaneously (x4 Number of Targets +1) (70 Active Points); Costs Blood Pool END/phase to maintain (-1/2), Real Weapon (-1/4), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Vampire must have knowledge of the weapon created (e.g. Weaponsmith) (-1/4), STR Minimum 1-5 (-1/4) (uses END Reserve) 7
2u 2) Hand-To-Hand Attack +7d6, Usable Simultaneously (x4 Number of Targets +1) (70 Active Points); Hand-To-Hand Attack (-1/2), Weapon costs Blood Pool END/phase to maintain (-1/2), Real Weapon (-1/4), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Vampire must have knowledge of weapon created (e.g. Weaponsmith or other) (-1/4), STR Minimum 1-5 (-1/4) (uses END Reserve) 7
4u 3) Transform (heals back when Blood Pool END not spent to maintain existence) 3d6: air to simple non-weapon object comprised of a single substance (Major), Improved Target Group: Any simple object made of one substance (+1/2) (67 Active Points); Item cannot be larger than vampire (-1/4), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4) (uses END Reserve) 7
Thaumaturgic Rituals: Dur-An-Ki
21 1) Horoscope: (Total: 90 Active Cost, 21 Real Cost) Detect Person's Traits and Past History (Mental Sense) A Class Of Things 13-, Discriminatory, Each Extra Thing or Class of Things, Increased Arc of Perception: 360-Degree, Telescopic (+20) (40 Active Points); Extra Time 5 Minutes (-2), Character May Take No Other Actions (-1/4), Costs Endurance Costs END Every Phase (-1/2), Concentration 1/2 DCV (-1/4), Vampire requires birth date of target Power loses about a fourth of its effectiveness (-1/4) (uses END Reserve) (Real Cost: 9) plus Detect Person's Traits and Past History (Mental Sense) A Class Of Things 13-, Discriminatory, Each Extra Thing or Class of Things, Increased Arc of Perception: 360-Degree, Megascale (1" = 10000 km; +1 1/4), Can Be Scaled Down: 1" = 1km (+1/4) (50 Active Points); Extra Time 5 Minutes (-2), Character May Take No Other Actions (-1/4), Costs Endurance Costs END Every Phase (-1/2), Concentration 1/2 DCV (-1/4), Vampire must know birth date of target Power loses about a fourth of its effectiveness (-1/4) (uses END Reserve) (Real Cost: 12) 9
6 2) Astral Portent: Precognitive Clairsentience (Sight Group) (40 Active Points); Extra Time 6 Hours (-3 1/2), Character May Take No Other Actions (-1/4), Precognition Only (-1), Vague and Unclear (-1/2), Requires A Power Skill: Vampiric Thaumaturgy Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) 4
Powers Cost: 436

 

 

 

 

 

Cost Skill
3 Power (INT-based) 13-
5 KS: Magic 14-
2 KS: Mesopotamian culture 11-
1 WF: Handguns
6 +3 with Telekinesis attack
Skills Cost: 17

 

 

 

Cost Perk
15 Contact with the local Tremere chantry (Contact has: very useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (15 Active Points) 11-
Perks Cost: 15

 

 

 

 

 

 

 

Total Character Cost: 506

 

 

 

Val Disadvantages
15 Social Limitation: Undead monster (Frequently; Major)
5 Distinctive Features: Pale, cold, clammy skin; no heartbeat or breathing (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
13 Physical Limitation: Must sleep during the day (Frequently; Greatly Impairing) [Notes: -9 to PER roll to wake up]
5 Physical Limitation: Cannot heal BODY normally (with REC) (Infrequently; Slightly Impairing)
5 Physical Limitation: 1 BODY lost/day when Blood Pool END Reserve is at 0 (Infrequently; Slightly Impairing)
15 Physical Limitation: Immobilized by wooden weapon thrust through heart (Infrequently; Fully Impairing)
20 Frenzy I: Beserk 9-, Recover 12- when induced to frenzy (low or no END in Blood Pool); uncommon
15 Frenzy II: Enraged 9- when harassed, threatened, humiliated, or provoked, Recover 12-, common
13 Rotschreck I: Psychological Limitation: Fear of fire (Common; Strong; +2 to EGO roll)
18 Rotschreck II: Psychological Limitation: Fear of sunlight (Very Common; Strong; +2 to EGO roll)
15 Code of Conduct: Path of Humanity (-1 EGO roll to violate)
20 Susceptibility: sunlight 1d6 BODY damage, per Turn (Very Common)
20 Susceptibility: sunlight 1d6 STUN damage, per Turn (Very Common)
15 The Downward Spiral: Susceptibility: Vampire commits act that transgresses his Path and Path rating and subsequently fails EGO roll 2d6 Major Transform, vampire to vampire with Path rating reduced by one, Instant (Uncommon)
15 Psychological Limitation (Tremere): Loyalty to Tremere leadership (Common; Strong)
0 Normal Characteristic Maxima: No Age Restriction

 

Disadvantage Points: 209

 

 

 

Base Points: 297

 

Experience Required: 0

 

Total Experience Available: 0

 

Experience Unspent: 0

 

 

 

Character #2 - see next post

 

The reason I ask is this: I've been running a vampire PBEM that's based loosely on the World of Darkness (I say loosely because its a work of canonical heresy that ignores the meta-plot and pulls elements and characters from all over the place). Its not my preferred game, but the players are having a good time, and its been a good writing exercise. Right now its virtually systemless (I've been using the DP9 Core System), but I've been thinking about using hero.

 

Not having done PBEM before, I don't know how the Vampire HERO conversion would work.

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2nd Vampire HERO character example

 

This one is a Ventrue.

 

 

Ferdinand Avila

 

 

 

Player:

 

 

 

Val Char Cost
17 STR 2
15 DEX 15
12/17 CON 4
12 BODY 4
10 INT 0
13/18 EGO 6
13 PRE 3
14 COM 2
4 PD 2
3/4 ED 1
3 SPD 5
4/5 REC 0
24/34 END 0
28/51 STUN 4
6" RUN02" SWIM05" LEAP0Characteristics Cost: 48

 

 

 

Cost Power END
Undead Toughness
30 1) (Total: 60 Active Cost, 30 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); STUN (or BODY) Only (-1/2), Not vs. aggravated damage Limited Type of Attack (-1/2) (Real Cost: 15) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN (or BODY) Only (-1/2), Not vs. aggravated damage Limited Type of Attack (-1/2) (Real Cost: 15)
1 2) Damage Resistance (2 PD/2 ED) (2 Active Points); Not vs. aggravated damage Limited Type of Attack (-1/2)
1 3) Fortitude: Damage Resistance (1 PD/1 ED) [Notes: This protects against aggravated damage]
24 4) Life Support , Eating: Character does not eat, Longevity: Immortal, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Self-Contained Breathing
7 5) Life Support , Immunity: All terrestrial poisons and chemical warfare agents (10 Active Points); Limited Power Not if poison is present in flesh/blood meal (-1/2)
10 6) Life Support , Immunity: All terrestrial diseases and biowarfare agents
11 Blood Pool: Endurance Reserve (110 END, 5 REC) Reserve: (16 Active Points); Side Effects (1.5 d6 Drain END Reserve - 10 pts END, recover/year, upon rising each night) (Side Effect always occurs whenever the character does some specific act -1/4) REC: (5 Active Points); OAF (blood to be consumed) Expendable (Difficult to obtain new Focus; -1 1/4), Half effectiveness when animal blood is consumed (-1/2)
Feeding (The Kiss)
3 1) Fangs: Killing Attack - Hand-To-Hand 0d6 +1 (plus STR) (vs. PD) (5 Active Points); Must follow successful Grab maneuver (-1/2) (uses Personal END) 1
40 2) Ecstasy of the Kiss: Entangle 4d6, 4 DEF, Takes No Damage From Physical Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Invisible Power Effects (Hearing Group; +1/4), Based On EGO Combat Value (Mental Defense; +1) (110 Active Points); Entangle fades at 1 BODY/phase after bite is disengaged (-1/2), Fangs must do BODY damage or penetrate skin Power loses about a third of its effectiveness (-1/2), No Range (-1/2), Half effectiveness against other Kindred (-1/4) (uses Personal END) 11
10 +5 with BOECV Entangle attack
12 4) Licking Wounds Closed: Healing 3d6 (max. Healed Points: 18) (30 Active Points); Only to close wounds caused by fangs (-1 1/2) (uses Personal END) 3
33 Physical Prowess Boosts and Basic Healing: Multipower, 49-point reserve, all slots: (49 Active Points); Self only (-1/2)
1u 1) Aid: STR 1d6, Can Add Maximum Of 12 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (16 Active Points); Self Only (-1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 2
1u 2) Aid: CON 2d6, Can Add Maximum Of 24 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (32 Active Points); Self Only (-1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 3
2u 3) Aid: DEX 3d6, Can Add Maximum Of 36 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (49 Active Points); Self Only (-1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 5
1u 4) Healing 1d6 (max. Healed Points: 6), Reset Interval of 1 Turn (+1 1/2) (25 Active Points); Does Not Work On Aggravated Damage Two or More Types of Damage (-1/2), Self Only (-1/2), Extra Time Full Phase (-1/2), Increased Endurance Cost 2x END (-1/2), Concentration 1/2 DCV (-1/4) (uses END Reserve) 4
1 Healing Aggravated Damage: Healing 1d6 (max. Healed Points: 6) (Can Heal Limbs) (15 Active Points); Extra Time 1 Day (-4), Character May Take No Other Actions (-1/4), Increased Endurance Cost 10x END (-4), Does Not Work On Non-Aggravated Damage Two or More Types of Damage (-1/2), Self Only (-1/2) (uses Personal END) 10
6 Recovering from Torpor: Healing 1d6 (max. Healed Points: 6) (Resurrection (prevented by aggravated damage)), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (60 Active Points); Extra Time 1 Year (-6), Side Effects: 1d6 Drain END Reserve, recover 5 points/month, Side Effect occurs automatically whenever Power is used (-1), Resurrection Only (-1/2), Self Only (-1/2), Does not work if Blood Pool END Reserve is empty Power loses about a fourth of its effectiveness (-1/4)
Frenzy, all slots: Only when beserk or enraged Power loses about a third of its effectiveness (-1/2)
7 1) +5 CON (10 Active Points)
7 2) +5 EGO (10 Active Points)
13 3) +20 STUN (20 Active Points)
7 Blood Bond: Transform 2d6: person to slavishly devoted servant (Major), Works against EGO not BODY (+0), Partial Transform (+1/2) (45 Active Points); Gradual Effect 1 Day (-1 3/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), No Range (-1/2), Target must ingest vampire's blood (-1/2), Increased Endurance Cost 2x END (-1/2), Limited Target animals and sentient beings (-1/4), Blood must be consumed on three separate occasions before bond takes hold (-1/4) (uses END Reserve) 8
14 The Embrace: Summon 550-point vampire (110 Active Points); Extra Time 1 Day (-4), OAF (person) Bulky Expendable (Difficult to obtain new Focus; -1 3/4), Limited Power Summoned vampire is disoriented and weak for a 1-2 weeks (-1), Gestures (drink person's blood down to negative BODY, then feed some back to person) (-1/4) (uses END Reserve) 11
8 Living Appearance: Shapeshift to normal "living" appearance (Sight Group; Additional Sense Group: Hearing Group, Additional Sense Group: Touch Group), Costs END Only To Change Shape (+1/4) (20 Active Points); Increased Endurance Cost 4x END (-1 1/2) (uses END Reserve) 8
Dominate
20 1) Command: Mind Control 9d6 (45 Active Points); Set Effect: Clear, one-word commands (-1/2), Eye Contact Required (-1/2), Does Not Provide Mental Awareness (-1/4) (uses Personal END) 4
14 2) Mesmerise: Mind Control 13d6 (65 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Eye Contact Required (-1/2), Mandatory Effect: Target doesn't remember control EGO +10 (-1/4), Must Always Achieve Particular Effect (-1/4), Concentration 0 DCV (-1/2), Target cannot be distracted (-1/2), Does Not Provide Mental Awareness (-1/4) (uses Personal END) 6
13 3) The Forgetful Mind: (Total: 33 Active Cost, 13 Real Cost) Transform 1d6: person to person with altered memories (Major), Based On EGO Combat Value (Mental Defense; +1) (30 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Requires eye contact Power loses about a third of its effectiveness (-1/2) (uses Personal END) (Real Cost: 10) plus Detect Memory Alteration A Single Thing 11- (Real Cost: 3) 3
29 Summon: (Total: 121 Active Cost, 29 Real Cost) Mind Scan 7d6, +12 ECV (59 Active Points); Only to target associated Mind Control (-2), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Class Of Minds: Only persons whom the vampire has met Subset of a class (-1/2), Concentration 0 DCV (-1/2), Does Not Provide Mental Awareness (-1/4) (uses Personal END) (Real Cost: 10) plus Mind Control 10d6, Telepathic (+1/4) (62 Active Points); Set Effect: "Come to me" (-1/2), Limited Class Of Minds: Only persons whom the vampire has met Subset of a class (-1/2), Mind Control must be reasserted each day Power loses about a third of its effectiveness (-1/2), Does Not Provide Mental Awareness (-1/4), Mental Power based on PRE (-1/4), Half effectiveness against vampires three generations or lower Power loses about a fourth of its effectiveness (-1/4) (uses Personal END) (Real Cost: 19) 12
5 Potence: (Total: 7 Active Cost, 5 Real Cost) +5 STR (5 Active Points); No Figured Characteristics (-1/2) (uses Personal END) (Real Cost: 3) plus Leaping +2" (5" forward, 2 1/2" upward) (uses Personal END) (Real Cost: 2) 2
Powers Cost: 331

 

 

 

Cost Martial Arts Maneuver
5 Thrust: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
5 Lunge: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike
5 Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
4 Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Froissement: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +10 STR to Disarm roll
0 Weapon Element: Blades
Martial Arts Cost: 23

 

 

 

Cost Skill
4 AK: Phoenix Metro area 13-
2 KS: Spanish history 11-
3 High Society 12-
3 Seduction 12-
1 TF: Equines
4 WF: Blades, Crossbows, Small Arms
Skills Cost: 17

 

 

 

Cost Perk
5 Money: Well Off
Perks Cost: 5

 

 

 

 

 

Cost Equipment END
8 Cane Sword: Multipower, 22-point reserve, all slots: (22 Active Points); OAF (-1), STR Minimum 7 (-1/2), Real Weapon (-1/4)
1u 1) Cane: Hand-To-Hand Attack +3d6, Required Hands One-Handed (+0), Reduced Endurance 0 END (+1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), STR Minimum 7 (-1/2), Real Weapon (-1/4)
1u 2) Unsheathed Sword: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), Required Hands One-Handed (+0), Reduced Endurance 0 END (+1/2) (22 Active Points); OAF (-1), STR Minimum 7 (-1/2), Real Weapon (-1/4)
Equipment costs shown above are for reference only, and are not included in Total Cost.

 

 

 

Total Character Cost: 424

 

 

 

Val Disadvantages
15 Social Limitation: Undead monster (Frequently; Major)
5 Distinctive Features: Pale, cold, clammy skin; no heartbeat or breathing (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Physical Limitation: Must sleep during the day (Frequently; Greatly Impairing) [Notes: -11 to PER roll to wake up]
5 Physical Limitation: Cannot heal BODY normally (with REC) (Infrequently; Slightly Impairing)
5 Physical Limitation: 1 BODY lost/day when Blood Pool END Reserve is at 0 (Infrequently; Slightly Impairing)
15 Physical Limitation: Immobilized by wooden weapon thrust through heart (Infrequently; Fully Impairing)
23 Frenzy I: Beserk 10-, Recover 11- when induced to frenzy (low or no END in Blood Pool); uncommon
18 Frenzy II: Enraged 10- when harassed, threatened, humiliated, or provoked, Recover 11-, common
15 Rotschreck I: Psychological Limitation: Fear of fire (Common; Strong; -0 to EGO roll)
20 Rotschreck II: Psychological Limitation: Fear of sunlight (Very Common; Strong; -0 to EGO roll)
9 Code of Conduct: Path of Humanity (+1 EGO roll to violate)
20 Susceptibility: sunlight 1d6 BODY damage, per Turn (Very Common)
20 Susceptibility: sunlight 1d6 STUN damage, per Turn (Very Common)
15 The Downward Spiral: Susceptibility: Vampire commits act that transgresses his Path and Path rating and subsequently fails EGO roll 2d6 Major Transform, vampire to vampire with Path rating reduced by one, Instant (Uncommon)
20 Psychological Limitation (Ventrue): Will only feed on "mestizos" (Common; Total)
0 Normal Characteristic Maxima: No Age Restriction

 

Disadvantage Points: 220

 

 

 

Base Points: 204

 

Experience Required: 0

 

Total Experience Available: 0

 

Experience Unspent: 0

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Thanks!

 

I'll take a look at them over the weekend to get a feel for what you did.

 

PBEM is really story and prose centric (at least with my group) so the system is almost invisible, but it has to have some consistent method of conflict / action resolution, and that being the case MAKE MINE HERO!

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Well, I have run a successful WW to HERO games with my friends for over 2 years. You can find the rules I use below.

 

http://members.tripod.com/~HRClark333/Vrules.html

 

The difference between Robert's rules and my own is that I take alot of liberties with the rules, so I really don't suggest any cross genre stories (If you're looking to add V:tM style vamps to an existing game, use Robert's rules). My rules were used with character creation, and continuing growth in an easy curve, in mind. Therefore: I tried to keep each level of a Discipline under or around 20 points. As for the expense of the characters, I just increased the base points whenever a revision made them cost more. The idea was for players to make the equivalent of a 50 point base/ 50 point disadvantage character with all the vampire abilities on top of it. This has worked really well for making new characters and new players have had a blast making vampires for our game.

 

The difference I've found between White Wolf Vampire and HERO Vampire is simple: Combat. I like the White Wolf game and I like the system for everything else except combat. This was the reason I did the conversion in the first place. With HERO the pace was faster, the actions players were willing to take were more daring and slower characters didn't get ground under the heel of a faster character quite so badly. I don't know if this will be your experience, but it certainly was mine and it kept my players and I coming back for more for a long time.

 

The rules are for 4th edition unfortunately, but I work on a 5th ed conversion from time to time. So, you have my apologies, but hopefully I'll do the 5th ed rules as soon as our latest story-line (which is on hold) concludes. The bad news about that is: the new rules will be based on my group's style of play and not strictly according to WW progression. So, I guess the 5th edition rules can't really be called a conversion. More like an interpretation. Ah well, it was fun, but some things take on a life of their own.

 

D-Man, I hope Robert and I have given you plenty to chew on and I hope whatever game you run will be as big a blast as I've had with my friends. Any questions or comments are, as always, welcome.

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Okay: here's the first one. An NPC (Toreador). I may put a short background up for her tommorow,

 

I did change one thing: I used a charges reserve (naked advantage to simulate the blood pool and put the -0 lim "uses charges reserve" on the MP). I did this for characters who may have some form of blood magic (rituals), which I decided to build as stand alone powers.

 

I defined the drink blood as body to charges, which will be on a 1 to 1 basis. I didn't bother to put in XP to even out her points.

 

Bianca

 

Player: NPC

 

Val Char Cost
13 STR 3
14 DEX 12
13 CON 6
13 BODY 6
10 INT 0
13 EGO 6
20 PRE 10
18 COM 4
6 PD 3
6 ED 3
3 SPD 6
6 REC 0
26 END 0
27 STUN 0
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 59

 

Cost Power END
Undead Toughness
15 1) Undead Toughness I: Physical Damage Reduction, Resistant, 50% (30 Active Points); Stun Only (-1/2), Not Vs. Aggravated Damage (Power does not work in Common Circumstances; -1/2)
15 2) Undead Toughness II: Energy Damage Reduction, Resistant, 50% (30 Active Points); Stun Only (-1/2), Not Versus Aggravated Damage (-1/2)
1 3) Undead Toughness III: Damage Resistance (1 PD / 1 ED); Not Vs. Aggravated Damage (-1/2)
22 4) Undead Toughness IV: Life Support (Eating: Character only has to eat once per week, Longevity: Immortal, Need No Breathe, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat)
10 5) Undead Toughness V: Life Support (Immunity: All terrestrial diseases and biowarfare agents)
7 6) Undead Toughness VI: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) (10 Active Points); Not If In Blood (-1/2)
The Dark Kiss
3 1) Fangs: HKA 0 d6 +1 (plus STR) (vs. PD) (5 Active Points); Must Follow Grab (-1/2) 1
33 2) Ecstacy of the Kiss: Entangle 4d6, 4 DEF, Fades 1 Per Phase When Bite Released (+0), Works Against EGO, Not STR (+1/4) (50 Active Points); Mental Defense Adds To EGO (-1/2) 5
11 3) Drink Blood: Transfer 1d6 (max. Transfered Points: 6): Body To Charge Reserve, Does BODY (+1) (30 Active Points); Only Restores To Starting Values (-1/2), Self Only (-1/2), Must Follow Bite (-1/2), No Knockback (-1/4) 3
10 4) Lick Wounds Closed: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Light Scratches, Bites Only (Common SFX; -1/2), Must Lick Wound (-1/2) 2
The Frenzy & Bloodlust, all slots: Only When Frenzied (-1/2)
5 1) Frenzy II: +5 CON (10 Active Points); No Figured Characteristics (-1/2) (not added to totals)
7 2) Frenzy I: +5 EGO (10 Active Points) (not added to totals)
13 3) Frenzy III: +20 STUN (20 Active Points) (not added to totals)
140 Powers Of The Blood: Multipower, 140-point reserve, all slots: , 10 Uses Charges Reserve (Blood Pool) (+0)
2u 1) Vampiric Strength: Aid 2d6 (max. Aided Points: 12): Strength, Standard Effect (+0), Delayed Return Rate (5 Points per Minute; +1/4) (25 Active Points); Self Only (-1/2)
2u 2) Vampiric Agility: Aid 2d6 (max. Aided Points: 12): Dexterity, Standard Effect (+0), Delayed Return Rate (5 Points per Minute; +1/4) (25 Active Points); Self Only (-1/2)
1u 3) Vampiric Toughness: Aid 1d6 (max. Aided Points: 6): Constitution, Standard Effect (+0), Delayed Return Rate (5 Points per Minute; +1/4) (12 Active Points); Self Only (-1/2)
1u 4) Heal Normal Damage: Healing 1 BODY (10 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Character May Take No Other Actions (-1/4), Not Versus Aggravated Damage (Two or More Types of Damage; -1/2), Self Only (-1/2), Non-Persistant (-1/4)
1u 5) Heal Aggravated Damage: Healing 1 BODY (Can Heal Limbs) (15 Active Points); Extra Time (Regeneration-Only) (1 Hour; -2 1/4), Character May Take No Other Actions (-1/4), Self Only (-1/2), Must Be Asleep or in Torpor (-1/2)
1u 6) Return From Torpor: Healing 1 BODY (Resurrection) (30 Active Points); Extra Time (Regeneration-Only) (1 Month; -3 1/4), Character May Take No Other Actions (-1/4), Resurrection Only (-1/2), Self Only (-1/2)
2u 7) The Embrace: Summon 550-point (110 Active Points); Gradual Effect (1 Day; -1 3/4), Extra Time (1 Minute; -1 1/2), Character May Take No Other Actions (-1/4), OAF (-1), Summoned Being Must Inhabit Locale (-1/2), Costs Five Charges (-1/2), Victim Disoriented For 72 Hours (-1/2)
2u 8) Blood Bond: Transform 3d6: Create Blood Bond (Major), Partial Transform (+1/2), Must Overcome Ego (Mental Defense; +1) (112 Active Points); Gradual Effect (1 Day; -1 3/4), Extra Time (1 Turn (Post-Segment 12); -1 1/4), Target Must Ingest Vamp's Blood 3+ Times (-1/2), Sentient Beings Only (Slightly Limited; -1/4)
2u 9) Visage of Life: Shapeshift (Sight Group; Additional Sense Group: Touch Group, Instant Change), Costs END Only To Change Shape (+1/4) (22 Active Points); Only To Appear Alive (-1/4)
2u 10) Heightened Senses: (Total: 20 Active Cost, 20 Real Cost) Nightvision (Real Cost: 5) plus Ultrasonic Perception (Real Cost: 3) plus Enhanced Perception (+4 to PER Rolls for All Sense Groups) (Real Cost: 12)
5u 11) Celerity: (Total: 53 Active Cost, 53 Real Cost) Lightning Reflexes: +7 DEX to act first with All Actions, Lasts One Turn (+3/4) (18 Active Points) (Real Cost: 18) plus Inhuman Speed: +2 SPD, Lasts One Turn (+3/4) (35 Active Points) (not added to totals) (Real Cost: 35)
2u 12) Awe: Mind Control 6d6, Half Effect Versus Vamps 3+ Gen Lower (+0), Telepathic (+1/4), Area Of Effect Nonselective Target (4" Radius; +3/4) (60 Active Points); Stops Working If Mentalist Is Stunned (-1/2), Versus Presence (-1/2), Does Not Provide Mental Awareness (-1/4), Targets Must See Vampire (-1/4), Only To Cause Awe (-1/4)
2u 13) Dread Gaze: Mind Control 12d6, Telepathic (+1/4) (75 Active Points); Only To Cause Fear (-1), Eye Contact Required (-1/2), 1/2 Effect Vesus Vamps 3+ Gen Lower (-1/4), Versus Presence (-1/4)
2u 14) Entrancement: Mind Control 12d6, Telepathic (+1/4) (75 Active Points); Only To Cause Infatuation (-1), Stops Working If Mentalist Is Knocked Out (-1/4), Versus Presence (-1/4), Not Versus Vamps 3+ Generations Lower (-1/4), Does Not Provide Mental Awareness (-1/4)
Powers Cost: 319

 

Cost Martial Arts Maneuver
Hand To Hand
5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 2) Punch: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike
5 3) Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +5 STR to take weapon away; Target Falls
4 4) Dirty Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
1 6) Weapon Element: Barehand, Blades
Martial Arts Cost: 23

 

Cost Skill
3 Analyze: Men: Style 11-
3 Acting 13-
3 Contortionist 12-
3 Conversation 13-
5 Gambling (Baccarat, Blackjack, Craps, Poker, Roulette) 11-
3 High Society 13-
2 KS: Fashion World 11-
2 KS: Vampiric World 11-
2 KS: Preternatural Lore 11-
2 KS: Clan Toreador 11-
2 KS: Fetish Scene 11-
2 KS: Dance 11-
3 AK: Seattle (INT-based) 11-
2 AK: Montreal 11-
3 Persuasion 13-
3 PS: Fetish Queen (COM-based) 13-
3 PS: Fashion Model (COM-based) 13-
3 PS: Courtesan (PRE-based) 13-
3 PS: Dance (DEX-based) 12-
3 Streetwise 13-
3 Sleight Of Hand 12-
3 Stealth 12-
3 Shadowing 11-
3 Seduction 13-
10 +2 with HTH Combat
5 WF: Blades, Off Hand, Small Arms
Skills Cost: 82

 

Cost Perk
5 Money (Well Off)
2 Reputation: World Reknowned Fetish Model (A small to medium sized group, 11-) +2/+2d6
9 Contact: Willing Herd (13-) (Contact limited by identity), Organization Contact (+2) (9 Active Points)
6 Contact: Fetish Community (12-) (Contact limited by identity), Organization Contact (+2) (6 Active Points)
Perks Cost: 22

 

 

 

Total Character Cost: 505

 

Val Disadvantages
Base Vampire
15 1) Frenzy I: Smell, Sight, Taste (Blood), Common, go 8-, recover 11-
15 2) Frenzy II: Provoked, Threatened, Common, go 8-, recover 11-
15 3) Rotscheck I: Fear of Fire, Common, Strong
20 4) Rotscheck II: Fear of Sunlight, Common, Total
5 5) Undead Visage: Pale, Cold to Touch, No Pulse, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
30 6) Susceptibility: Fire, Sunlight, Common, 3d6 damage, per Phase
15 7) Immobilized By Stake Through Heart, Infrequently, Fully Impairing
20 8) Soul Leaves Body During Day, Frequently, Fully Impairing
15 9) Follows Relevent Path, Common, Strong
10 10) Must Drink Blood: Loses Charges, Then Body , Infrequently, Greatly Impairing
20 11) Secret Identity: Vampire, Frequently (11-), Severe
15 12) The Downward Spiral
Personal Disadvantages
15 1) Hedonist, Common, Strong
5 2) Clan Weakness: Enthralled By Beauty, Uncommon, Moderate
10 3) Reputation:: Man Eater, Frequently (11-)
0 4) French Canadian Accent, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures
5 5) Fetish Wear Fanatic, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
5 6) Sensual Beauty, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
0 Normal Characteristic Maxima: No Age Restriction

Disadvantage Points: 235

 

Base Points: 100

Experience Required: 170

Total Experience Available: 0

Experience Unspent: 0

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Originally posted by Bloodstone

why is the embrace designed as a summon and not as a transform?

 

Transforms fade away, or have a defined mechanism for being undone - as such, they aren't very good for modeling the Embrace. In contrast, a summon does not need to built with some way of undoing the summon - its effects can last FOREVER.

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Originally posted by D-Man

Okay: here's the first one. An NPC (Toreador). I may put a short background up for her tommorow,

 

I did change one thing: I used a charges reserve (naked advantage to simulate the blood pool and put the -0 lim "uses charges reserve" on the MP). I did this for characters who may have some form of blood magic (rituals), which I decided to build as stand alone powers.

 

I defined the drink blood as body to charges, which will be on a 1 to 1 basis. I didn't bother to put in XP to even out her points.

 

Did you save a lot of points by putting as much as you did in a multipower?

 

The "charges reserve" on the multipower is an interesting idea - it seems like it might be easier to keep track of a relatively small number of charges than a larger number of END points from an END Reserve.

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Originally posted by Robert Harrison

Did you save a lot of points by putting as much as you did in a multipower?

 

The "charges reserve" on the multipower is an interesting idea - it seems like it might be easier to keep track of a relatively small number of charges than a larger number of END points from an END Reserve.

 

The cost is the same (in terms of the multipower). My primary motivation was to minimize the book keeping involved.

 

I built it as a naked advantage because I wanted to have the option of building rituals as stand-alone powers and put (uses charges -0) on them.

 

If the character, like this one, doesn't have such rituals (or stand alone powers) then the charges could just as easily be attached directly to the multipower.

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Here is Katherine, a nosferatu Ancillae from the antebellum south. She's adapted incredibly well to technology. Her mentor is Phantomas (in Paris), who was the phantom of the opera and maintains files on almost every known kindred in the world (and geneology charts, etc). She has two other contacts on note: Brogo (the nosferatu prince of the baltic states (named for the pass that leads to castle dracula)), and Desmonda, her sire, who resides in New Orleans. I was expecting Katherine to be a minor background character, but one of the players really latched onto her so she's become a headliner, as it were. She's described as not being as hideous as most nosferatu (he skin is pale, looks like scar tissue, and is pulled tight.

 

Katherine

 

Player: NPC

 

Val Char Cost
12 STR 2
13 DEX 9
17 CON 14
13 BODY 6
15 INT 5
11 EGO 2
18 PRE 8
4 COM -3
3 PD 1
4 ED 1
3 SPD 7
5 REC 0
34 END 0
29 STUN 1
6" RUN02" SWIM02" LEAP0Characteristics Cost: 53

 

Cost Power END
Undead Toughness
15 1) Undead Toughness I: Physical Damage Reduction, Resistant, 50% (30 Active Points); Stun Only (-1/2), Not Vs. Aggravated Damage (Power does not work in Common Circumstances; -1/2)
15 2) Undead Toughness II: Energy Damage Reduction, Resistant, 50% (30 Active Points); Stun Only (-1/2), Not Versus Aggravated Damage (-1/2)
1 3) Undead Toughness III: Damage Resistance (1 PD / 1 ED); Not Vs. Aggravated Damage (-1/2)
22 4) Undead Toughness IV: Life Support (Eating: Character only has to eat once per week, Longevity: Immortal, Need No Breathe, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat)
10 5) Undead Toughness V: Life Support (Immunity: All terrestrial diseases and biowarfare agents)
7 6) Undead Toughness VI: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) (10 Active Points); Not If In Blood (-1/2)
The Dark Kiss
3 1) Fangs: HKA 0 d6 +1 (plus STR) (vs. PD) (5 Active Points); Must Follow Grab (-1/2) 1
33 2) Ecstacy of the Kiss: Entangle 4d6, 4 DEF, Fades 1 Per Phase When Bite Released (+0), Works Against EGO, Not STR (+1/4) (50 Active Points); Mental Defense Adds To EGO (-1/2) 5
11 3) Drink Blood: Transfer 1d6 (max. Transfered Points: 6): Body To Charge Reserve, Does BODY (+1) (30 Active Points); Only Restores To Starting Values (-1/2), Self Only (-1/2), Must Follow Bite (-1/2), No Knockback (-1/4) 3
10 4) Lick Wounds Closed: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Light Scratches, Bites Only (Common SFX; -1/2), Must Lick Wound (-1/2) 2
The Frenzy & Bloodlust, all slots: Only When Frenzied (-1/2)
5 1) Frenzy II: +5 CON (10 Active Points); No Figured Characteristics (-1/2) (not added to totals)
7 2) Frenzy I: +5 EGO (10 Active Points) (not added to totals)
13 3) Frenzy III: +20 STUN (20 Active Points) (not added to totals)
140 Powers Of The Blood: Multipower, 140-point reserve, all slots: , 10 Uses Charges Reserve (Blood Pool) (+0)
2u 1) Vampiric Strength: Aid 2d6 (max. Aided Points: 12): Strength, Standard Effect (+0), Delayed Return Rate (5 Points per Minute; +1/4) (25 Active Points); Self Only (-1/2)
2u 2) Vampiric Agility: Aid 2d6 (max. Aided Points: 12): Dexterity, Standard Effect (+0), Delayed Return Rate (5 Points per Minute; +1/4) (25 Active Points); Self Only (-1/2)
1u 3) Vampiric Toughness: Aid 1d6 (max. Aided Points: 6): Constitution, Standard Effect (+0), Delayed Return Rate (5 Points per Minute; +1/4) (12 Active Points); Self Only (-1/2)
1u 4) Heal Normal Damage: Healing 1 BODY (10 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Character May Take No Other Actions (-1/4), Not Versus Aggravated Damage (Two or More Types of Damage; -1/2), Self Only (-1/2), Non-Persistant (-1/4)
1u 5) Heal Aggravated Damage: Healing 1 BODY (Can Heal Limbs) (15 Active Points); Extra Time (Regeneration-Only) (1 Hour; -2 1/4), Character May Take No Other Actions (-1/4), Self Only (-1/2), Must Be Asleep or in Torpor (-1/2)
1u 6) Return From Torpor: Healing 1 BODY (Resurrection) (30 Active Points); Extra Time (Regeneration-Only) (1 Month; -3 1/4), Character May Take No Other Actions (-1/4), Resurrection Only (-1/2), Self Only (-1/2)
2u 7) The Embrace: Summon 550-point (110 Active Points); Gradual Effect (1 Day; -1 3/4), Extra Time (1 Minute; -1 1/2), Character May Take No Other Actions (-1/4), OAF (-1), Summoned Being Must Inhabit Locale (-1/2), Costs Five Charges (-1/2), Victim Disoriented For 72 Hours (-1/2)
2u 8) Blood Bond: Transform 3d6: Create Blood Bond (Major), Partial Transform (+1/2), Must Overcome Ego (Mental Defense; +1) (112 Active Points); Gradual Effect (1 Day; -1 3/4), Extra Time (1 Turn (Post-Segment 12); -1 1/4), Target Must Ingest Vamp's Blood 3+ Times (-1/2), Sentient Beings Only (Slightly Limited; -1/4)
2u 9) Visage of Life: Shapeshift (Sight Group; Additional Sense Group: Touch Group, Instant Change), Costs END Only To Change Shape (+1/4) (22 Active Points); Only To Appear Alive (-1/4)
1u 10) Potence: +10 STR, Lasts 1 Minute (+3/4) (17 Active Points); No Figured Characteristics (-1/2) (not added to totals)
2u 11) Heightened Senses: (Total: 20 Active Cost, 20 Real Cost) Nightvision (Real Cost: 5) plus Ultrasonic Perception (Real Cost: 3) plus Enhanced Perception (+4 to PER Rolls for All Sense Groups) (Real Cost: 12)
3u 12) Aura Vision: Detect A Single Thing 12- (Analyze, Discriminatory, Range, Targeting Sense) (28 Active Points)
1u 13) Cloak Of Shadows: Concealment (21 Active Points); Vampire Must Be Motionless (-1), Only In Shadows (-1/4), Visible: Mental Sense Group (-1/4) 21-
1u 14) Unseen Presence: Invisibility to Sight Group (Additional Sense Group: Hearing Group, Additional Sense: Normal Smell, No Fringe) (38 Active Points); Only When Not Attacking (-1/2), Cannot Establish If Observed (-1/2), Dispelled If Vampire Makes A Ruckus (-1/2)
4u 15) Mask Of A Thousand Faces: Shapeshift (Sight Group; Additional Sense Group: Hearing Group, Additional Sense Group: Smell/Taste Group, Humans Only: Limited Group of Shapes, Imitation, Instant Change), Requires A Skill Roll (No Active Point penalty to Skill Roll +0) (41 Active Points)
8u 16) Vanish From The Minds Eye: (Total: 76 Active Cost, 76 Real Cost) Invisibility to Sight Group (Additional Sense Group: Hearing Group, Additional Sense: Normal Taste, No Fringe), Lasts 20 Minutes (+1) (76 Active Points) (Real Cost: 76)
0 Blood Pool: Charge Reserve, 15 Charges (+0) (0 Active Points)
Powers Cost: 326

 

Cost Martial Arts Maneuver
3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +3d6 Strike
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2 1/2d6 NND
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +1d6 +v/5; FMove
4 +1 HTH Damage Class(es)
Martial Arts Cost: 20

 

Cost Skill
5 AK: Seattle (INT-based) 14-
2 TF: Small Motorized Boats, Small Motorized Ground Vehicles
2 WF: Small Arms
9 Analyze: Computer Systems: Style 15-
5 Bugging 13-
3 Breakfall 12-
3 Climbing 12-
9 Computer Programming 15-
5 Concealment 13-
5 Cramming
7 Cryptography 14-
5 Electronics 13-
3 Deduction 12-
2 Forgery (Credit Cards, Other: Electronic Profiles) 12-
5 Inventor 13-
3 Lockpicking 12-
6 PS: Computer Programmer (INT-based) 15-
4 PS: Electrical Engineer (INT-based) 13-
4 PS: Tech Author (INT-based) 13-
3 Streetwise 13-
7 Stealth 14-
7 Shadowing 14-
9 Security Systems 15-
7 Systems Operation 14-
15 +3 with HTH Combat
3 Scholar
3 1) KS: Clan Nosferatu (INT-based) (4 Active Points) 13-
3 2) KS: Camarilla (INT-based) (4 Active Points) 13-
4 3) KS: Seattle Kindred (INT-based) (5 Active Points) 14-
3 4) KS: Seattle Politicos (INT-based) (4 Active Points) 13-
3 5) KS: Sewer & Utility Subsystems (INT-based) (4 Active Points) 13-
3 6) KS: Local Transit System (INT-based) (4 Active Points) 13-
3 7) KS: Hacker World (INT-based) (4 Active Points) 13-
3 8) KS: Hackers (INT-based) (4 Active Points) 13-
2 9) KS: Cryptological Codes (INT-based) (3 Active Points) 12-
5 10) KS: KS: Programming Languages (INT-based) (6 Active Points) 15-
3 11) KS: World Computer Networks (INT-based) (4 Active Points) 13-
3 Scientist
3 1) SS: Mathematics (INT-based) (4 Active Points) 13-
3 2) SS: Electronic Engineering (INT-based) (4 Active Points) 13-
3 3) SS: Electrical Engineering (INT-based) (4 Active Points) 13-
5 4) SS: Computer Science (INT-based) (6 Active Points) 15-
Skills Cost: 190

 

Cost Perk
8 Computer Link: Phantomas.Net
3 Access: Sewer & Utility Subsytems
3 Access: King Street Station
3 Status: Ancillae (Membership)
3 Cash Flow (300K/Year)
10 Contact: Phantomas (Paris) (13-) (Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Very Good relationship with Contact)
6 Contact: Brogo (Baltic States) (12-) (Contact has significant Contacts of his own, Contact has: useful Skills or resources, Good relationship with Contact)
6 Contact: Desmonda (New Orleans) (12-) (Contact has significant Contacts of his own, Contact has: useful Skills or resources, Good relationship with Contact)
Perks Cost: 42

 

Cost Talent
3 Resistance: 3 points
Talents Cost: 3

 

 

Total Character Cost: 634

 

Val Disadvantages
Base Vampire
15 1) Frenzy I: Smell, Sight, Taste (Blood), Common, go 8-, recover 11-
15 2) Frenzy II: Provoked, Threatened, Common, go 8-, recover 11-
15 3) Rotscheck I: Fear of Fire, Common, Strong
20 4) Rotscheck II: Fear of Sunlight, Common, Total
5 5) Undead Visage: Pale, Cold to Touch, No Pulse, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
30 6) Susceptibility: Fire, Sunlight, Common, 3d6 damage, per Phase
15 7) Immobilized By Stake Through Heart, Infrequently, Fully Impairing
20 8) Soul Leaves Body During Day, Frequently, Fully Impairing
15 9) Follows Relevent Path, Common, Strong
10 10) Must Drink Blood: Loses Charges, Then Body , Infrequently, Greatly Impairing
20 11) Secret Identity: Vampire, Frequently (11-), Severe
15 12) The Downward Spiral
Personal Disadvantages
15 1) Horrid Visage, Easily Concealed, Extreme Reaction, Detectable By Commonly-Used Senses
10 2) Curious/Tinker, Common, Moderate
15 3) Secretive (Duh, She's Nosferatu), Common, Strong
10 4) Very Independent, Uncommon, Strong
5 5) Rivalry: Other Hackers, Professional, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
5 6) Dresses Like A Tomboy, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
10 7) DNPC (Childer: Joshua & Simon), Slightly Less Powerful than the PC, 11- (Occasionally), Group DNPC (x2 DNPCs), Useful noncombat position or skills

Disadvantage Points: 265

 

Base Points: 100

Experience Required: 269

Total Experience Available: 0

Experience Unspent: 0

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Hey, D-Man, you used Hero Designer to make these, right? Any chance of posting the files? I'm considering slightly modifying the Tremere for my Pulp Heroes game; I'd like to put in a supernatural villain, and I figure on making him a Nazi occult researcher who's made himself a vampire. He's perfect.

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Originally posted by AlHazred

Hey, D-Man, you used Hero Designer to make these, right? Any chance of posting the files? I'm considering slightly modifying the Tremere for my Pulp Heroes game; I'd like to put in a supernatural villain, and I figure on making him a Nazi occult researcher who's made himself a vampire. He's perfect.

 

The Tremere is Robert Harrison's character (or from his game, at least). I may post some more characters, and the files, later (I do have one tremere built).

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Here is the first of the PCs.

 

Patrick Dodd, Toreador

 

Patrick graduated from Juliard in the 30's and began a career as a pinup artist. He found growing recognition as the 40's opened, but his career went on haiatus with the advent of the second world war. An idealist, and a patriot, he joined the marine corps and ended up becoming one of the flying leathernecks of black sheep squadron. After the war he returned to the states and settled in SF, where he resumed his career. In 1949 he painted the pinup "naomi," which not only sealed his place as a world class artist, but also his fate. The model for that pinup was a Toreador elder named Naomi, who so liked the final result of his work, that she gave him the dark gift. The pair resettled in Seattle, where he opened a studio and began churning out an incredible stream of work.

 

The city underwent a long term seige from 1954-1972. Early in this siege, referred to as "the sabbat war" by most of the survivors, the Prince and Patrick's sire were killed. The city changed hands several times, with the Camarilla defenders being led by the "Council of Seasons." Patrick was a member of a coterie called "Cerberus," which included himself, katherine (above), and the Tremere Heinrich Von Steiner. Bianca, also above, is his former lover.

 

Patrick Dodd

 

Player: Ward Beischline

 

Val Char Cost
15 STR 5
18 DEX 24
15 CON 10
13 BODY 6
13 INT 3
18 EGO 16
18 PRE 8
12 COM 1
5 PD 2
4 ED 1
3 SPD 2
6 REC 0
30 END 0
30 STUN 1
8" RUN42" SWIM03" LEAP0Characteristics Cost: 83

 

Cost Power END
Undead Toughness
15 1) Undead Toughness I: Physical Damage Reduction, Resistant, 50% (30 Active Points); Stun Only (-1/2), Not Vs. Aggravated Damage (Power does not work in Common Circumstances; -1/2)
15 2) Undead Toughness II: Energy Damage Reduction, Resistant, 50% (30 Active Points); Stun Only (-1/2), Not Versus Aggravated Damage (-1/2)
1 3) Undead Toughness III: Damage Resistance (1 PD / 1 ED); Not Vs. Aggravated Damage (-1/2)
22 4) Undead Toughness IV: Life Support (Eating: Character only has to eat once per week, Longevity: Immortal, Need No Breathe, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat)
10 5) Undead Toughness V: Life Support (Immunity: All terrestrial diseases and biowarfare agents)
7 6) Undead Toughness VI: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) (10 Active Points); Not If In Blood (-1/2)
The Dark Kiss
3 1) Fangs: HKA 0 d6 +1 (plus STR) (vs. PD) (5 Active Points); Must Follow Grab (-1/2) 1
33 2) Ecstacy of the Kiss: Entangle 4d6, 4 DEF, Fades 1 Per Phase When Bite Released (+0), Works Against EGO, Not STR (+1/4) (50 Active Points); Mental Defense Adds To EGO (-1/2) 5
11 3) Drink Blood: Transfer 1d6 (max. Transfered Points: 6): Body To Charge Reserve, Does BODY (+1) (30 Active Points); Only Restores To Starting Values (-1/2), Self Only (-1/2), Must Follow Bite (-1/2), No Knockback (-1/4) 3
10 4) Lick Wounds Closed: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Light Scratches, Bites Only (Common SFX; -1/2), Must Lick Wound (-1/2) 2
The Frenzy & Bloodlust, all slots: Only When Frenzied (-1/2)
5 1) Frenzy II: +5 CON (10 Active Points); No Figured Characteristics (-1/2) (not added to totals)
7 2) Frenzy I: +5 EGO (10 Active Points) (not added to totals)
13 3) Frenzy III: +20 STUN (20 Active Points) (not added to totals)
140 Powers Of The Blood: Multipower, 140-point reserve, all slots: , 10 Uses Charges Reserve (Blood Pool) (+0)
2u 1) Vampiric Strength: Aid 2d6 (max. Aided Points: 12): Strength, Standard Effect (+0), Delayed Return Rate (5 Points per Minute; +1/4) (25 Active Points); Self Only (-1/2)
2u 2) Vampiric Agility: Aid 2d6 (max. Aided Points: 12): Dexterity, Standard Effect (+0), Delayed Return Rate (5 Points per Minute; +1/4) (25 Active Points); Self Only (-1/2)
1u 3) Vampiric Toughness: Aid 1d6 (max. Aided Points: 6): Constitution, Standard Effect (+0), Delayed Return Rate (5 Points per Minute; +1/4) (12 Active Points); Self Only (-1/2)
1u 4) Heal Normal Damage: Healing 1 BODY (10 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Character May Take No Other Actions (-1/4), Not Versus Aggravated Damage (Two or More Types of Damage; -1/2), Self Only (-1/2), Non-Persistant (-1/4)
1u 5) Heal Aggravated Damage: Healing 1 BODY (Can Heal Limbs) (15 Active Points); Extra Time (Regeneration-Only) (1 Hour; -2 1/4), Character May Take No Other Actions (-1/4), Self Only (-1/2), Must Be Asleep or in Torpor (-1/2)
1u 6) Return From Torpor: Healing 1 BODY (Resurrection) (30 Active Points); Extra Time (Regeneration-Only) (1 Month; -3 1/4), Character May Take No Other Actions (-1/4), Resurrection Only (-1/2), Self Only (-1/2)
2u 7) The Embrace: Summon 550-point (110 Active Points); Gradual Effect (1 Day; -1 3/4), Extra Time (1 Minute; -1 1/2), Character May Take No Other Actions (-1/4), OAF (-1), Summoned Being Must Inhabit Locale (-1/2), Costs Five Charges (-1/2), Victim Disoriented For 72 Hours (-1/2)
2u 8) Blood Bond: Transform 3d6: Create Blood Bond (Major), Partial Transform (+1/2), Must Overcome Ego (Mental Defense; +1) (112 Active Points); Gradual Effect (1 Day; -1 3/4), Extra Time (1 Turn (Post-Segment 12); -1 1/4), Target Must Ingest Vamp's Blood 3+ Times (-1/2), Sentient Beings Only (Slightly Limited; -1/4)
2u 9) Visage of Life: Shapeshift (Sight Group; Additional Sense Group: Touch Group, Instant Change), Costs END Only To Change Shape (+1/4) (22 Active Points); Only To Appear Alive (-1/4)
5u 10) Celerity: (Total: 51 Active Cost, 51 Real Cost) Lightning Reflexes: +6 DEX to act first with All Actions, Lasts One Minute (+3/4) (16 Active Points) (Real Cost: 16) plus Inhuman Quickness: +2 SPD, Lasts One Minute (+3/4) (35 Active Points) (not added to totals) (Real Cost: 35)
2u 11) Heightened Senses: (Total: 20 Active Cost, 20 Real Cost) Nightvision (Real Cost: 5) plus Ultrasonic Perception (Real Cost: 3) plus Enhanced Perception (+4 to PER Rolls for All Sense Groups) (Real Cost: 12)
2u 12) Aura Vision: Detect A Single Thing 13- (Discriminatory, Range, Targeting Sense) (24 Active Points)
2u 13) Dread Gaze: Mind Control 12d6, Telepathic (+1/4) (75 Active Points); Only To Cause Fear (-1), Eye Contact Required (-1/2), Does Not Provide Mental Awareness (-1/4), 1/2 Effect Versus Vamps 3+ Gen Lower (-1/4), Visible (-1/4)
0u 14) Blood Pool: Charge Reserve, 15 Charges (+0) (0 Active Points)
2u 15) Luck Of Heroes: Luck 5d6 (25 Active Points)
Powers Cost: 319

 

Cost Martial Arts Maneuver
Jiu-Jitsu
3 1) Slam: 1/2 Phase, +0 OCV, +1 DCV, STR +2d6 +v/5, Target Falls
5 2) Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +15 STR to take weapon away; Target Falls
3 3) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, STR +2d6 Strike; You Fall, Target Falls
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +20 STR to Disarm roll
4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, +25 STR vs. Grabs
3 6) Grapple: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on
8 7) +2 HTH Damage Class(es)
Martial Arts Cost: 30

 

Cost Skill
3 Breakfall 13-
3 Climbing 13-
3 Combat Driving 13-
3 Combat Piloting 13-
3 Concealment 12-
5 Forgery (Paintings) 14-
3 Fast Draw 13-
6 Gambling (Card Games) 14-
3 High Society 13-
3 AK: Seattle (INT-based) 12-
3 AK: San Francisco (INT-based) 12-
3 AK: Tokyo (INT-based) 12-
3 AK: Hong Kong (INT-based) 12-
3 KS: Avaiation World (INT-based) 12-
3 KS: Vampiric World (INT-based) 12-
3 KS: Art World (INT-based) 12-
3 KS: Clan Toreador (INT-based) 12-
3 KS: Fashion & Chic (INT-based) 12-
3 Language: Japanese: Completely Fluent, w/Accent
1 Language: Cantonese: Basic Conversation
1 Language: French: Basic Conversation
1 Language: English: Imitate dialects (Native Language)
5 Rapid Attack (Ranged)
3 Shadowing 12-
3 Streetwise 13-
3 Stealth 13-
2 Navigation (Air) 12-
2 WF: Small Arms
12 TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Jetskis, Parachuting, Advanced, Parachuting, Basic, Skiing (snow), Small Motorized Boats, Small Planes, Snowboarding, Snowmobiles, Two-Wheeled Motorized Ground Vehicles, Windsurfing
16 +2 with All Combat
4 +2 with any single attack
Skills Cost: 115

 

Cost Perk
20 Ghouls (2) (x2, 75 Base, 75 Disad)
3 Contact: Herd of Willing Kine (13-) (Contact limited by identity)
6 Contact: Yon Valleck (12-) (Contact has significant Contacts of his own, Contact has: useful Skills or resources, Good relationship with Contact)
5 Contact: Livia (Toreador Primogen In SF) (12-) (Contact has significant Contacts of his own, Contact has: useful Skills or resources)
2 Reputation: Artiste (Toreador Clan) (A small to medium sized group, 8-) +2/+2d6
5 Money (Well Off)
Perks Cost: 41

 

 

 

Total Character Cost: 588

 

Val Disadvantages
Base Vampire
15 1) Frenzy I: Smell, Sight, Taste (Blood), Common, go 8-, recover 11-
15 2) Frenzy II: Provoked, Threatened, Common, go 8-, recover 11-
15 3) Rotscheck I: Fear of Fire, Common, Strong
20 4) Rotscheck II: Fear of Sunlight, Common, Total
5 5) Undead Visage: Pale, Cold to Touch, No Pulse, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
30 6) Susceptibility: Fire, Sunlight, Common, 3d6 damage, per Phase
15 7) Immobilized By Stake Through Heart, Infrequently, Fully Impairing
20 8) Soul Leaves Body During Day, Frequently, Fully Impairing
15 9) Follows Relevent Path, Common, Strong
10 10) Must Drink Blood: Loses Charges, Then Body , Infrequently, Greatly Impairing
20 11) Secret Identity: Vampire, Frequently (11-), Severe
15 12) The Downward Spiral
Personal Disadvantages
15 1) Idealist, Common, Strong
15 2) Overconfident, Common, Strong
5 3) DF: Well Dressed, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 4) Dependent NPC, Incompetent (-20 points or lower), 8- (Infrequently)

Disadvantage Points: 245

 

Base Points: 100

Experience Required: 243

Total Experience Available: 0

Experience Unspent: 0

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Here is Heinrich Von Steiner, another PC, and the self perceived leader of Cerberus. He is a Tremere, and recently discovered he was embraced personally by Meerlinda (and thus lower in generation than he expected). Since the clan's Justicar recently dissapeared he has temporarily installed in the position by his sire a an emergency measure (basically, they needed a Justicar who wasn't clan bound NOW (because there is something dark going on with Tremere himself)) - indeed Heinrich suspects Tremere may have done away with his precessor (who was like a brother to him) and kept it from the clan...

 

The write up doesn't include the rituals he knows (which will be built outside the MP).

 

Heinrich Von Steiner

 

Val Char Cost
12 STR 2
13 DEX 9
13 CON 6
12 BODY 4
20 INT 10
13 EGO 6
13 PRE 3
12 COM 1
4 PD 2
4 ED 1
3 SPD 7
5 REC 0
26 END 0
25 STUN 0
6" RUN02" SWIM02" LEAP0Characteristics Cost: 51

 

Cost Power END
Undead Toughness
15 1) Undead Toughness I: Physical Damage Reduction, Resistant, 50% (30 Active Points); Stun Only (-1/2), Not Vs. Aggravated Damage (Power does not work in Common Circumstances; -1/2)
15 2) Undead Toughness II: Energy Damage Reduction, Resistant, 50% (30 Active Points); Stun Only (-1/2), Not Versus Aggravated Damage (-1/2)
1 3) Undead Toughness III: Damage Resistance (2 PD / 2 ED) (2 Active Points); Not Vs. Aggravated Damage (-1/2)
22 4) Undead Toughness IV: Life Support (Eating: Character only has to eat once per week, Longevity: Immortal, Need No Breathe, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat)
10 5) Undead Toughness V: Life Support (Immunity: All terrestrial diseases and biowarfare agents)
7 6) Undead Toughness VI: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) (10 Active Points); Not If In Blood (-1/2)
The Dark Kiss
3 1) Fangs: HKA 0 d6 +1 (plus STR) (vs. PD) (5 Active Points); Must Follow Grab (-1/2) 1
33 2) Ecstacy of the Kiss: Entangle 4d6, 4 DEF, Fades 1 Per Phase When Bite Released (+0), Works Against EGO, Not STR (+1/4) (50 Active Points); Mental Defense Adds To EGO (-1/2) 5
11 3) Drink Blood: Transfer 1d6 (max. Transfered Points: 6): Body To Charge Reserve, Does BODY (+1) (30 Active Points); Only Restores To Starting Values (-1/2), Self Only (-1/2), Must Follow Bite (-1/2), No Knockback (-1/4) 3
10 4) Lick Wounds Closed: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Light Scratches, Bites Only (Common SFX; -1/2), Must Lick Wound (-1/2) 2
The Frenzy & Bloodlust, all slots: Only When Frenzied (-1/2)
5 1) Frenzy II: +5 CON (10 Active Points); No Figured Characteristics (-1/2) (not added to totals)
7 2) Frenzy I: +5 EGO (10 Active Points) (not added to totals)
13 3) Frenzy III: +20 STUN (20 Active Points) (not added to totals)
140 Powers Of The Blood: Multipower, 140-point reserve, all slots: , 10 Uses Blood Pool - See Below (+0)
2u 1) Vampiric Strength: Aid 2d6 (max. Aided Points: 12): Strength, Standard Effect (+0), Delayed Return Rate (5 Points per Minute; +1/4) (25 Active Points); Self Only (-1/2)
2u 2) Vampiric Agility: Aid 2d6 (max. Aided Points: 12): Dexterity, Standard Effect (+0), Delayed Return Rate (5 Points per Minute; +1/4) (25 Active Points); Self Only (-1/2)
1u 3) Vampiric Toughness: Aid 1d6 (max. Aided Points: 6): Constitution, Standard Effect (+0), Delayed Return Rate (5 Points per Minute; +1/4) (12 Active Points); Self Only (-1/2)
1u 4) Heal Normal Damage: Healing 1 BODY (10 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Character May Take No Other Actions (-1/4), Not Versus Aggravated Damage (Two or More Types of Damage; -1/2), Self Only (-1/2), Non-Persistant (-1/4)
1u 5) Heal Aggravated Damage: Healing 1 BODY (Can Heal Limbs) (15 Active Points); Extra Time (Regeneration-Only) (1 Hour; -2 1/4), Character May Take No Other Actions (-1/4), Self Only (-1/2), Must Be Asleep or in Torpor (-1/2)
1u 6) Return From Torpor: Healing 1 BODY (Resurrection) (30 Active Points); Extra Time (Regeneration-Only) (1 Month; -3 1/4), Character May Take No Other Actions (-1/4), Resurrection Only (-1/2), Self Only (-1/2)
2u 7) The Embrace: Summon 550-point (110 Active Points); Gradual Effect (1 Day; -1 3/4), Extra Time (1 Minute; -1 1/2), Character May Take No Other Actions (-1/4), OAF (-1), Summoned Being Must Inhabit Locale (-1/2), Costs Five Charges (-1/2), Victim Disoriented For 72 Hours (-1/2)
2u 8) Blood Bond: Transform 3d6: Create Blood Bond (Major), Partial Transform (+1/2), Must Overcome Ego (Mental Defense; +1) (112 Active Points); Gradual Effect (1 Day; -1 3/4), Extra Time (1 Turn (Post-Segment 12); -1 1/4), Target Must Ingest Vamp's Blood 3+ Times (-1/2), Sentient Beings Only (Slightly Limited; -1/4)
2u 9) Visage of Life: Shapeshift (Sight Group; Additional Sense Group: Touch Group, Instant Change), Costs END Only To Change Shape (+1/4) (22 Active Points); Only To Appear Alive (-1/4)
2u 10) Heightened Senses: (Total: 20 Active Cost, 20 Real Cost) Nightvision (Real Cost: 5) plus Ultrasonic Perception (Real Cost: 3) plus Enhanced Perception (+4 to PER Rolls for All Sense Groups) (Real Cost: 12)
2u 11) Command The Wearied Mind: Mind Control 10d6, Half Effect Versus Preternaturals (+0) (50 Active Points); Eye Contact Required (-1/2), Simple Commands Only (-1/2), Does Not Provide Mental Awareness (-1/4)
1u 12) Taste for Blood: Detect: Generation & Blood Pool A Single Thing 13- (Discriminatory, Range) (13 Active Points); IIF Expendable (Difficult to obtain new Focus; -1/2)
2u 13) Blood Rage: Mind Control 10d6, Telepathic (+1/4) (62 Active Points); Skin Contact Required (-1), Only To Force Target To Burn Blood Pool (-1), Does Not Provide Mental Awareness (-1/4)
3u 14) Blood of Potency: Transform 6d6: Reduce Generation By One (Major), Partial Transform (+1/2) (135 Active Points); Extra Time (1 Turn (Post-Segment 12); -1 1/4), Character May Take No Other Actions (-1/4), Recovers 1 Body Per Hour (-1), Self Only (-1/2)
6u 15) Cauldron of Blood: RKA 3d6 (vs. PD), Does BODY (+1), BOECV (Mental Defense; +1) (135 Active Points); No Range (-1/2), Extra Time (Full Phase; -1/2), No Knockback (-1/4)
1u 16) Theft of Vitae: Transfer 1d6 (max. Transfered Points: 6): Body (or Charges) To Charges, Does BODY (+1) (30 Active Points); Only Restores To Starting Values (-1/2), Self Only (-1/2), No Knockback (-1/4)
5u 17) Movement of the Mind: (Total: 53 Active Cost, 53 Real Cost) Telekinesis (18 STR) (Fine Manipulation) (Real Cost: 37) plus Flight 8" (Real Cost: 16)
1u 18) Lure of the Flames I: Change Environment 2" radius (Long-Lasting: 20 Minutes) (15 Active Points)
3u 19) Lure of the Flames II: ERKA 2d6 (vs. ED), Indirect (Same origin, always fired away from attacker; +1/4) (37 Active Points); No Knockback (-1/4)
70 Blood Pool: Charge Reserve, 40 Charges (+1/2) (70 Active Points)
Powers Cost: 402

 

Cost Martial Arts Maneuver
Fencing
5 1) Thrust: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
4 2) Lunge: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
5 3) Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
4 4) Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 5) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
Martial Arts Cost: 22

 

Cost Skill
3 Bribery 12-
3 Bureaucratics 12-
3 Conversation 12-
3 Deduction 13-
3 High Society 12-
3 AK: Vienna (INT-based) 13-
3 AK: Washington DC (INT-based) 13-
3 AK: Seattle (INT-based) 13-
3 PS: College Professor (INT-based) 13-
3 PS: Historian (INT-based) 13-
3 Streetwise 12-
4 WF: Blades, Bows, Small Arms
8 +1 with All Combat
3 Linguist
3 1) Language: French: Idiomatic, native accent (4 Active Points)
0 2) Language: German: Idiomatic, native accent (Native Language)
3 3) Language: English: Idiomatic, native accent (4 Active Points)
1 4) Language: Greek: Fluent Conversation (2 Active Points)
1 5) Language: Latin: Fluent Conversation (2 Active Points)
3 Scholar
2 1) KS: Vampiric World (INT-based) (3 Active Points) 13-
2 2) KS: History (General) (INT-based) (3 Active Points) 13-
2 3) KS: History (Vampiric) (INT-based) (3 Active Points) 13-
2 4) KS: History (Tremere) (INT-based) (3 Active Points) 13-
2 5) KS: Clan Tremere (INT-based) (3 Active Points) 13-
2 6) KS: Preternatural Lore (INT-based) (3 Active Points) 13-
2 7) KS: Thaumaturgy (INT-based) (3 Active Points) 13-
1 8) KS: Occult (2 Active Points) 11-
2 9) KS: Metaphysics (INT-based) (3 Active Points) 13-
2 10) KS: Philosophy (INT-based) (3 Active Points) 13-
2 11) KS: Occult World (INT-based) (3 Active Points) 13-
2 12) KS: Accademic World (INT-based) (3 Active Points) 13-
2 13) KS: Religion (INT-based) (3 Active Points) 13-
Skills Cost: 84

 

Cost Perk
8 Contact: Meerlinda (11-) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Good relationship with Contact)
20 Status: Tremere Justicar
10 Money (Wealthy)
Perks Cost: 38

 

Cost Talent
5 Eidetic Memory
6 Unbondable, Custom Modifier (+0) (18 Active Points); Only To Avoid Blood Bond (-2)
Talents Cost: 11

 

 

Total Character Cost: 608

 

Val Disadvantages
Base Vampire Disadvantages
15 1) Frenzy I: Smell, Sight, Taste (Blood), Common, go 8-, recover 11-
15 2) Frenzy II: Provoked, Threatened, Common, go 8-, recover 11-
15 3) Rotscheck I: Fear of Fire, Common, Strong
20 4) Rotscheck II: Fear of Sunlight, Common, Total
5 5) Undead Visage: Pale, Cold to Touch, No Pulse, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
30 6) Susceptibility: Fire, Sunlight, Common, 3d6 damage, per Phase
15 7) Immobilized By Stake Through Heart, Infrequently, Fully Impairing
20 8) Soul Leaves Body During Day, Frequently, Fully Impairing
15 9) Follows Relevent Path, Common, Strong
10 10) Must Drink Blood: Loses Charges, Then Body , Infrequently, Greatly Impairing
20 11) Secret Identity: Vampire, Frequently (11-), Severe
15 12) The Downward Spiral
Personal Disadvantages
10 1) Prey Exclusion (Children, Elderly), Uncommon, Strong
10 2) Respect for Life, Common, Moderate
5 3) Suspicious Nature, Uncommon, Moderate
20 4) In Love: Meerlinda, Common, Total
15 5) Clan Loyalty, Common, Strong
5 6) Well Dressed, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Normal Characteristic Maxima: No Age Restriction

Disadvantage Points: 280

 

Base Points: 200

Experience Required: 128

Total Experience Available: 408

Experience Unspent: 280

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And here is the last of the PCs: Sasha AKA Marcel. I decided Sasha spent a decade or so as an archon for the Toreador Justicar Aneke (who is aware of the facts below). She assisted him in coming to Seattle to act as her eyes and ears on the ground because some very big nasties have come to stay there. He starts play with several secrets, but no infrastructure in place, like the other characters.

 

He also has mental problems: he was used as an infiltrator by a Tzimisce Warlord (now dead) who reshaped his mind and body for each role he was to play. He doesn't actually remember who he was, and has memories from several identities. He most strongly identifies with his role as a Toreador, but also has an affinity for the Brujah. He committed amaranth on a female nosferatu who had spent centuries looking over her mortal kin and has taken on an odd trait: he too looks after them now. He came to seattle because his "mortal ward" is studying at the UW.

 

Marcel D'Aubigne

 

Val Char Cost
13 STR 3
17 DEX 21
15 CON 10
13 BODY 6
12 INT 2
10 EGO 0
15 PRE 5
20 COM 5
5 PD 2
5 ED 2
3 SPD 3
6 REC 0
30 END 0
28 STUN 0
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 59

 

Cost Power END
Undead Toughness
15 1) Undead Toughness I: Physical Damage Reduction, Resistant, 50% (30 Active Points); Stun Only (-1/2), Not Vs. Aggravated Damage (Power does not work in Common Circumstances; -1/2)
15 2) Undead Toughness II: Energy Damage Reduction, Resistant, 50% (30 Active Points); Stun Only (-1/2), Not Versus Aggravated Damage (-1/2)
1 3) Undead Toughness III: Damage Resistance (2 PD / 2 ED) (2 Active Points); Not Vs. Aggravated Damage (-1/2)
22 4) Undead Toughness IV: Life Support (Eating: Character only has to eat once per week, Longevity: Immortal, Need No Breathe, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat)
10 5) Undead Toughness V: Life Support (Immunity: All terrestrial diseases and biowarfare agents)
7 6) Undead Toughness VI: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) (10 Active Points); Not If In Blood (-1/2)
The Dark Kiss
3 1) Fangs: HKA 0 d6 +1 (plus STR) (vs. PD) (5 Active Points); Must Follow Grab (-1/2) 1
33 2) Ecstacy of the Kiss: Entangle 4d6, 4 DEF, Fades 1 Per Phase When Bite Released (+0), Works Against EGO, Not STR (+1/4) (50 Active Points); Mental Defense Adds To EGO (-1/2) 5
11 3) Drink Blood: Transfer 1d6 (max. Transfered Points: 6): Body To Charge Reserve, Does BODY (+1) (30 Active Points); Only Restores To Starting Values (-1/2), Self Only (-1/2), Must Follow Bite (-1/2), No Knockback (-1/4) 3
10 4) Lick Wounds Closed: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Light Scratches, Bites Only (Common SFX; -1/2), Must Lick Wound (-1/2) 2
The Frenzy & Bloodlust, all slots: Only When Frenzied (-1/2)
5 1) Frenzy II: +5 CON (10 Active Points); No Figured Characteristics (-1/2) (not added to totals)
7 2) Frenzy I: +5 EGO (10 Active Points) (not added to totals)
13 3) Frenzy III: +20 STUN (20 Active Points) (not added to totals)
140 Powers Of The Blood: Multipower, 140-point reserve, all slots: , 10 Uses Charges Reserve (Blood Pool) (+0)
2u 1) Vampiric Strength: Aid 2d6 (max. Aided Points: 12): Strength, Standard Effect (+0), Delayed Return Rate (5 Points per Minute; +1/4) (25 Active Points); Self Only (-1/2)
2u 2) Vampiric Agility: Aid 2d6 (max. Aided Points: 12): Dexterity, Standard Effect (+0), Delayed Return Rate (5 Points per Minute; +1/4) (25 Active Points); Self Only (-1/2)
1u 3) Vampiric Toughness: Aid 1d6 (max. Aided Points: 6): Constitution, Standard Effect (+0), Delayed Return Rate (5 Points per Minute; +1/4) (12 Active Points); Self Only (-1/2)
1u 4) Heal Normal Damage: Healing 1 BODY (10 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4), Character May Take No Other Actions (-1/4), Not Versus Aggravated Damage (Two or More Types of Damage; -1/2), Self Only (-1/2), Non-Persistant (-1/4)
1u 5) Heal Aggravated Damage: Healing 1 BODY (Can Heal Limbs) (15 Active Points); Extra Time (Regeneration-Only) (1 Hour; -2 1/4), Character May Take No Other Actions (-1/4), Self Only (-1/2), Must Be Asleep or in Torpor (-1/2)
1u 6) Return From Torpor: Healing 1 BODY (Resurrection) (30 Active Points); Extra Time (Regeneration-Only) (1 Month; -3 1/4), Character May Take No Other Actions (-1/4), Resurrection Only (-1/2), Self Only (-1/2)
2u 7) The Embrace: Summon 550-point (110 Active Points); Gradual Effect (1 Day; -1 3/4), Extra Time (1 Minute; -1 1/2), Character May Take No Other Actions (-1/4), OAF (-1), Summoned Being Must Inhabit Locale (-1/2), Costs Five Charges (-1/2), Victim Disoriented For 72 Hours (-1/2)
2u 8) Blood Bond: Transform 3d6: Create Blood Bond (Major), Partial Transform (+1/2), Must Overcome Ego (Mental Defense; +1) (112 Active Points); Gradual Effect (1 Day; -1 3/4), Extra Time (1 Turn (Post-Segment 12); -1 1/4), Target Must Ingest Vamp's Blood 3+ Times (-1/2), Sentient Beings Only (Slightly Limited; -1/4)
2u 9) Visage of Life: Shapeshift (Sight Group; Additional Sense Group: Touch Group, Instant Change), Costs END Only To Change Shape (+1/4) (22 Active Points); Only To Appear Alive (-1/4)
1u 10) Potence: +10 STR, Lasts One Minute (+1/2) (15 Active Points); No Figured Characteristics (-1/2) (not added to totals)
4u 11) Celerity: (Total: 43 Active Cost, 43 Real Cost) Lightning Reflexes: +6 DEX to act first with All Actions, Lasts One Minute (+1/2) (13 Active Points) (Real Cost: 13) plus +2 SPD, Lasts One Minute (+1/2) (30 Active Points) (not added to totals) (Real Cost: 30)
2u 12) Heightened Senses: (Total: 20 Active Cost, 20 Real Cost) Nightvision (Real Cost: 5) plus Ultrasonic Perception (Real Cost: 3) plus Enhanced Perception (+4 to PER Rolls for All Sense Groups) (Real Cost: 12)
2u 13) Awe: Mind Control 6d6, Telepathic (+1/4), Area Of Effect Nonselective Target (4" Radius; +3/4) (60 Active Points); Only ToCause A Sense Of Awe (-1), Stops Working If Mentalist Is Stunned (-1/2), Does Not Provide Mental Awareness (-1/4), Target Must See Vampire (-1/4), Half Effect On Vampires 3+ Gen Lower (-1/4)
0 Blood Pool: Charge Reserve, 15 Charges (+0) (0 Active Points)
6 Unbondable: Power Defense (18 points) (18 Active Points); Only To Avoid Effects Of Blood Bond (-2)
Powers Cost: 321

 

Cost Martial Arts Maneuver
Jiu-Jitsu
5 1) Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +15 STR to take weapon away; Target Falls
5 2) Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
3 3) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike; Target Falls; Must Follow Grab
3 4) Grapple: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on
4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, +25 STR vs. Grabs
4 6) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND; Target Falls
Kenjutsu
5 1) Defensive Parry: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5 2) Slash: 1/2 Phase, +1 OCV, +3 DCV, Weapon +2 DC Strike
5 3) Running Attack: 1/2 Phase, +1 OCV, +0 DCV, Weapon +2 DC +v/5; FMove
4 4) Lightning Attack: 1/2 Phase, +0 OCV, +2 DCV, Weapon +4 DC Strike
4 5) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +20 STR
8 +2 HTH Damage Class(es)
Martial Arts Cost: 55

 

Cost Skill
3 AK: Budapest 12-
3 AK: Paris 12-
7 Acting 14-
3 Breakfall 12-
3 Bribery 12-
5 Concealment 12-
3 Conversation 12-
5 Deduction 12-
5 Demolitions 12-
5 Disguise 12-
3 Fast Draw 12-
4 Gambling (Backgammon, Chess) 12-
7 High Society 14-
3 Interrogation 12-
3 Lockpicking 12-
5 Mimicry 12-
3 Streetwise 12-
3 Stealth 12-
5 Shadowing 12-
5 Security Systems 12-
3 Persuasion 12-
5 WF: Common Melee Weapons, Grenade Launchers, Small Arms
16 +2 with All Combat
3 Jack of All Trades
5 1) PS: Torturer (INT-based) (6 Active Points) 14-
4 2) PS: Dance (DEX-based) (5 Active Points) 14-
5 3) PS: Concert Pianist (INT-based) (6 Active Points) 14-
5 4) PS: Infiltrator (INT-based) (6 Active Points) 14-
3 Linguist
1 1) Language: Japanese: Fluent Conversation (2 Active Points)
1 2) Language: Serbo-Croatian: Fluent Conversation (2 Active Points)
1 3) Language: Romany: Fluent Conversation (2 Active Points)
3 4) Language: Rumanian: Idiomatic, native accent (4 Active Points)
3 5) Language: German: Idiomatic, native accent (4 Active Points)
2 6) Language: English: Completely Fluent, w/Accent (3 Active Points)
3 7) Language: French: Idiomatic, native accent (4 Active Points)
3 Scholar
2 1) KS: Berlin (3 Active Points) 12-
4 2) KS: Philosophy (5 Active Points) 14-
2 3) KS: Occult Lore (3 Active Points) 12-
4 4) KS: Literature (5 Active Points) 14-
2 5) KS: Old Clan Tzimisce (3 Active Points) 12-
2 6) KS: Clan Toreador (3 Active Points) 12-
2 7) KS: Clan Brujah (3 Active Points) 12-
2 8) KS: Camarilla Lore (3 Active Points) 12-
2 9) KS: Sabbat Lore (3 Active Points) 12-
3 10) KS: Kenjutsu (INT-based) (4 Active Points) 12-
2 11) KS: Jiu-Jitsu (3 Active Points) 12-
Skills Cost: 176

 

Cost Perk
10 Money (Wealthy)
2 Reputation: Toreador Archon (A small to medium sized group, 8-) +2/+2d6
5 Contact: Aneke (8-) (Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources)
3 Status: Ancillae
Perks Cost: 20

 

Cost Talent
15 Danger Sense (11-) (Intuitional, Sensitivity: Out of Combat)
3 Resistance (Calm Heart): 3 points
9 Ambidexterity (Eliminate Off Hand Penalty entirely)
Talents Cost: 27

 

 

Total Character Cost: 658

 

Val Disadvantages
Base Vampire
15 1) Frenzy I: Smell, Sight, Taste (Blood), Common, go 8-, recover 11-
15 2) Frenzy II: Provoked, Threatened, Common, go 8-, recover 11-
15 3) Rotscheck I: Fear of Fire, Common, Strong
20 4) Rotscheck II: Fear of Sunlight, Common, Total
5 5) Undead Visage: Pale, Cold to Touch, No Pulse, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
30 6) Susceptibility: Fire, Sunlight, Common, 3d6 damage, per Phase
15 7) Immobilized By Stake Through Heart, Infrequently, Fully Impairing
20 8) Soul Leaves Body During Day, Frequently, Fully Impairing
15 9) Follows Relevent Path, Common, Strong
10 10) Must Drink Blood: Loses Charges, Then Body , Infrequently, Greatly Impairing
20 11) Secret Identity: Vampire, Frequently (11-), Severe
15 12) The Downward Spiral
Personal Disadvantages
20 1) Code/Path: Honorable Accord/Bushido, Common, Total
10 2) Partial Derangement: Multiple Personas/Conflicting Memories, Etc, Uncommon, Strong
15 3) DNPC: Claire, Normal, 8- (Infrequently), Unaware of character's adventuring career/Secret ID
20 4) Dark Secret: Former Sabbat Infiltrator, Frequently (11-), Severe
15 5) Hatred: Tzimisce, Common, Strong
10 6) Prey Exclusion: Children, Uncommon, Strong

Disadvantage Points: 285

 

Base Points: 100

Experience Required: 273

Total Experience Available: 0

Experience Unspent: 0

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