If there's a Discipline that corresponds to a GURPS advantage, then bang you have the advantage, and pay the points for it. The template you post is a lot closer to the WoD as a "direct conversion" but I'm more interested in keeping the spirit of it and cleaning up some of the excessive "spend a blood point every time you do anything vampire-ish" mechanic, which in my experience detracts a lot from both mechanical and roleplaying gameplay. Note that some disciplines may be restricted. Unusual Background (Discipline) - Vampires start access with to three different disciplines, though they many vampires learn from more paths. Path-Self Control (Uncontrollable Appetite) ]. Path-Early Riser ("Resist" Nocturnal) ]. It adds to the resistance roll (normally 12) for Courage (Phobias), Conscience (Berserk), Early Riser (Nocturnal), and Self-Control (Uncontrollable Appetite). Path - Path reflects the vampire's ability to control his inner beast. Apply a -50% to the final cost if the ally group is only good for sustenance. Herd - This is a special case of an ally group. Characters start with Blood Potency 1, but may increase it.Ĭalculated Cost (table to follow): (Blood Pool Size - 10) * 3 + (BP/Sec - 1 ) * 12 Potency can increase naturally (plus one step per 50 years) or decrease (minus one step per 25 years in torpor). This may only be increased by the Blood Potency Advantage advantages (detailed later).īlood Potency - In 4th edition generations are replaced with blood potency. This normally takes one second, unless they are healing aggravated damage in which case each expenditure requires a full night of rest.īlood Pool - A vampire starts with 10 Blood Points that can only be used at a rate of 1 Blood Point per second. Vampires that can spend multiple blood points can mix and match these bonuses freely.īlood Healing - Vampires may heal 2 HP per blood point spent. Vampires may spend blood points (up to their maximum) for a +1 bonus per blood point to DX or Speed for that second. 1000 points would produce a powerful vampire even elders would avoid.īlood Attributes - Vampires may spend blood points (up to their maximum) for a +2 bonus per blood point to ST or HT for that second.500 points would produce a very powerful vampire, such as the ruler of a large city or the founder of a bloodline.This is a good range for starting characters. The lower end (200ish) might be slightly weaker (depending on how you spend your points) while the upper end (250ish) would be slightly stronger. 200-250 would produce a vampire roughly comparable to a starting WW character.This value is suitable for "normal" vampires much that 0-50 is suitable for normal humans. Path: 12 (controls disadvantage resistance) No Fatigue, but may spend Blood Points for anything that requires Fatigue May have access to 3 disciplines based on clan. Aggravated damage for vampires consists of fire, sunlight, and supernatural attacks (some magic, claws/teeth of supernatural creatures, etc.). Weakness (Sunlight 1d/sec, Modified by skin covering -40%) Uncontrollable Appetite (at Path) (Human Blood) *Vampires may spend a blood point to get rid of this for 1 minute. Supernatural Features (No Body Heat, Pallor, can be temporarily overcome*) Phobia (at Path, Sunlight -15 and Fire -5) *Staking is through the heart, -4 to hit with DR 2 or -6 to hit with no DR Supernatural Durability (Stakable* -10%, Torpor -20%) Mind Control (Blood Bond, Conditioning Only -50%, Must be ingested -40%, Must use at least one blood point per session -5, requires 3 sessions at least 24 hours apart before any effect -30%) Immunity to Metabolic Hazards (Vulnerable to blood ingested drugs and alcohol, -20%) *Vampiric Bite (Only to fill Blood Pool 0%) *Affliction 1 (Ecstacy +100%, Resisted by Will +20% Follow Up-Vampiric Bite +0%) I copied what I like to my website (see sig) however, here's the vampire template:īeing a vampire is an advantage worth 102 points. If you search there is an older thread on the VtM / VtR Vampires. Regeneration [Regular, only vs fire/sun,ę Thoughts?Īffliction The Kindred's vulnerability to sunlight, in particular, has been tough to model. My first inclination is to let it go and not worry too much about point totals, my second is to ask some more experienced GURPS people how they'd handle it. I'm finding massive point inflation with these templates, they don't produce notably powerful characters in and of themselves. I'm running a campaign based loosely in WoD/Cabal and have been putting together templates for various WoD Clans, streamlined to avoid a lot of dice rolling for Healing during combat etc.
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